John F. Hughes

Sketching garments for virtual characters (2009)

John F. Hughes, Joaquim A. Jorge (guest, Emmanuel Turquin, Marie-paule Cani, John F. Hughes

Figure 1: Three examples of garments of various styles, respectively generated from the sketch on their left using our approach. We present a method for simply and interactively creating basic...

Sketching garments for virtual characters (2009)

John F. Hughes, Joaquim A. Jorge (guest, Emmanuel Turquin, Marie-paule Cani, John F. Hughes

Figure 1: Three examples of garments of various styles, respectively generated from the sketch on their left using our approach. We present a method for simply and interactively creating basic...

Picture/Image Generation — Display algorithms; (2009)

Lee Markosian, Michael A. Kowalski, Samuel J. Trychin, Lubomir D. Bourdev, Daniel Goldstein, John F. Hughes

Nonphotorealistic rendering (NPR) can help make comprehensible but simple pictures of complicated objects by employing an economy of line. But current nonphotorealistic rendering is primarily a batch...

ABSTRACT A Two-Stage Approach for Interpreting Line Drawings of Curved Objects (2009)

John F. Hughes, Joaquim A. Jorge (editors, J. Mitani H. Suzuki

We describe a two-stage approach for interpreting line drawings of curved objects. In the first stage, the user enters a natu-ral line drawing of a polyhedral template; this is automatically...

Towards 3D Modeling using Sketches and Retrieval (2009)

John F. Hughes, Joaquim A. Jorge (editors, Manuel J. Fonseca, Alfredo Ferreira, Joaquim A. Jorge

Retrieving 2D and 3D drawings by content is not an easy task. Automatic feature extraction, indexing and matching are some of the problems raised by these approaches. We have developed a generic...

ABSTRACT Tech report WECS-2002-10: View-dependent Texture Maps £ (2009)

Cindy M. Grimm, William D. Smart, John F. Hughes

We present a technique for adding view-dependent information to geometry, allowing us to write down, for each point on the surface, what the surface looks like from every direction. This data...

Programming Languages for Compressing Graphics (2008)

Morgan Mcguire, Shriram Krishnamurthi, John F. Hughes

Abstract. Images are programs. They are usually simple instructions to a very specialized interpreter that renders them on screen. Image formats therefore correspond to different programming...

Programming Languages for Compressing Graphics (2008)

Morgan Mcguire, Shriram Krishnamurthi, John F. Hughes

1 Introduction The growing volume of data on the Web has resulted in enormous demands on network bandwidth. Improvements in network access, such as the increasing availability of high-speed...

The Process Improvement Impact on the Styling Workflow of an Industrial Design Company ABSTRACT (2008)

John F. Hughes, Joaquim A. Jorge (editors, Mirko Barone

The renovation of the process represents a must for an industrial company involved in the design field. The process is moving from an entirely manual to a digital workflow, so much that sometimes...

Abstract Can Machines Interpret Line Drawings? (2008)

John F. Hughes, Joaquim A. Jorge (editors, P. A. C. Varley, R. R. Martin, H. Suzuki

Engineering design would be easier if a computer could interpret initial concept drawings. We outline an approach for automated interpretation of line drawings of polyhedra, and summarise what is...

Spatial Recognition and Grouping of Text and Graphics ABSTRACT (2008)

John F. Hughes, Joaquim A. Jorge (editors, Michael Shilman, Paul Viola

We present a framework for simultaneous grouping and recognition of shapes and symbols in free-form ink diagrams. The approach is completely spatial, that is it does not require any ordering on the...

ABSTRACT Tech report WECS-2002-10: View-dependent Texture Maps£ (2008)

Cindy M. Grimm, William D. Smart, John F. Hughes

We present a technique for adding view-dependent information to geometry, allowing us to write down, for each point on the surface, what the surface looks like from every direction. This data...

Relief: A Modeling by Drawing Tool (2008)

John F. Hughes, Joaquim A. Jorge (editors, David Bourguignon, Raphaëlle Chaine, Marie-paule Cani, George Drettakis

This paper presents a modeling system which takes advantage of two-dimensional drawing knowledge to design three-dimensional free-form shapes. A set of mouse or tablet strokes is interpreted by the...

Sketching garments for virtual characters (2008)

John F. Hughes, Joaquim A. Jorge (editors, Emmanuel Turquin, Marie-paule Cani, John F. Hughes

Figure 1: Three examples of garments of various styles, respectively generated from the sketch on their left using our approach. We present a method for simply and interactively creating basic...

ABSTRACT Modeling Surfaces of Arbitrary Topology using Manifolds 1 (2008)

Cindy M. Grimm, John F. Hughes

We describe an extension of B-splines to surfaces of arbitrary topology, including arbitrary boundaries. The technique inherits many of the properties of B-splines: local control, a compact...

EUROGRAPHICS Workshop on Sketch-Based Interfaces and Modeling (2004) (2008)

John F. Hughes, Joaquim A. Jorge (editors

From raw 3D-Sketches to exact CAD product models – Concept for an assistant-system

Constraint Stroke-Based Oversketching for 3D Curves ABSTRACT (2008)

John F. Hughes, Joaquim A. Jorge (editors, Timo Fleisch, Florian Rechel, Pedro Santos, André Stork

In this paper we present an extended approach for stroke oversketching. The stroke oversketching technique changes a curve by redrawing parts of it. Finding the part to replace and smoothing the...

Abstract (2008)

Morgan Mcguire, John F. Hughes, Wojciech Matusik, Hanspeter Pfister

The authors address the problem of designing and constructing efficient cameras that can simultaneously capture multiple pixel-aligned images for computational photography applications. They...

Tools and Techniques; User Interfaces (2008)

Robert C. Zeleznik, Kenneth P. Herndon, Daniel C. Robbins, Nate Huang, Tom Meyer, Noah Parker, ...

Today’s user interfaces for most 3D graphics applications still depend heavily on 2D GUIs and keyboard input. There have been several recent attempts both to extend these user interfaces into 3D

Computational Photography Optical Splitting Trees for High-Precision Monocular Imaging (2008)

Morgan Mcguire, Wojciech Matusik, Hanspeter Pfister, Billy Chen, John F. Hughes, Shree K. Nayar

The authors present a design framework and optimizer for computational systems containing many sensors on a common optical axis. Many computational photography applications require sets of images...

Analyzing Bounding Boxes for Object Intersection SUBHASH SURI (2008)

Philip M. Hubbard, John F. Hughes

Heuristics that exploit bounding boxes are common in algorithms for rendering, modeling, and animation. While experience has shown that bounding boxes improve the performance of these algorithms in...

Additional Key Words: Controlled-density hatching, direction (2008)

Michael P. Salisbury, Michael T. Wong, John F. Hughes

We present an interactive system for creating pen-and-ink-style line drawings from greyscale images in which the strokes of the rendered illustration follow the features of the original image. The...

Programming Languages for Compressing Graphics (2008)

Morgan Mcguire, Shriram Krishnamurthi, John F. Hughes

Abstract. Images are programs. They are usually simple instructions to a very specialized interpreter that renders them on screen. Image formats therefore correspond to different programming...

Abstract Scheduled Fourier Volume Morphing* (2008)

John F. Hughes

We describe an easily implemented and computationally feasible method for smoothly transitioning from one sampled volumetric model to another. This induces a transition between isosurfaces of the two...

Abstract User-Guided Composition Effects for Art-Based Rendering (2008)

Michael A. Kowalski, John F. Hughes, Cynthia Beth, Rubin Jun Ohya

We apply simple techniques from traditional artistic composition to the art-based rendering of interactive 3D scenes. A human scenemodeler makes choices about composition in a scene and our system...

A Sketch-Based Interface for Collaborative Design (2008)

John F. Hughes, Joaquim A. Jorge (editors, Zhe Fan, Manuel M. Oliveira, Chi Ma, Arie Kaufman

We present an interface for collaborative conceptual design that combines sketch elements, direct manipulation of 3D objects and non-photorealistic rendering. Such a combination results in a simple...

ABSTRACT Modeling Surfaces of Arbitrary Topology using Manifolds 1 (2008)

Cindy M. Grimm, John F. Hughes

We describe an extension of B-splines to surfaces of arbitrary topology, including arbitrary boundaries. The technique inherits many of the properties of B-splines: local control, a compact...

Towards 3D Modeling using Sketches and Retrieval (2008)

John F. Hughes, Joaquim A. Jorge (guest, Manuel J. Fonseca, Alfredo Ferreira, Joaquim A. Jorge

Retrieving 2D and 3D drawings by content is not an easy task. Automatic feature extraction, indexing and matching are some of the problems raised by these approaches. We have developed a generic...

Customizable Presentations (2008)

Tomer Moscovich, Karin Scholz, John F. Hughes, David H. Salesin

In this paper we explore the possibilities of creating live presentations that can be adapted on the fly in response to the audience and time constraints. Our work also allows presenters to manage...

EUROGRAPHICS Workshop on Sketch-Based Interfaces and Modeling (2004) (2008)

John Hughes And, John F. Hughes, Joaquim A. Jorge (guest, Olga Karpenko, John F. Hughes, Ramesh Raskar

Single view sketch-based modelers like SKETCH and Teddy can be powerful tools, but sometimes their inferences are inadequate: in Teddy, for example, if one draws an animal shape, the centerline of...

EUROGRAPHICS Workshop on Sketch-Based Interfaces and Modeling (2004) (2008)

John Hughes And, John F. Hughes, Joaquim A. Jorge (guest, Saul Simhon, Gregory Dudek

This paper presents a smart interface that automatically extracts and refines pen strokes from images of hand drawn sketches. The interface allows users to digitize hand-drawn material such sketches...

Integration of High-Level Animation Controls, Simulation Methods, and Gestural Specification (2007)

Brook Conner, Henry Kaufman, Matthias Wloka, Bob Zeleznik, Daniel G. Aliaga, Wm. Scott Draves, ...

We present an interactive modeling and animation system that enables the close integration of a variety of simulation and animation paradigms. The system models diverse objects undergoing a wide...

An Annotation System for 3D Fluid Flow Visualization (2007)

Maria M. Loughlin, John F. Hughes

Annotation is a key activity of data analysis. However, current data analysis systems focus almost exclusively on visualization. We propose a system which integrates annotations into a visualization...

An Architecture for an Extensible (2007)

Marc P. Stevens, Robert C. Zeleznik, John F. Hughes, D Interface Toolkit

This paper presents the architecture for an extensible toolkit used in construction and rapid prototyping of three dimensional interfaces, interactive illustrations, and three dimensional widgets....

z (2007)

Subhash Suri, Philip M. Hubbard, John F. Hughes

Heuristics that exploit bounding boxes are common in algorithms for rendering, modeling and animation. While experience has shown that bounding boxes improve the performance of these algorithms in...

Line drawings via abstracted shading (2007)

Yunjin Lee, Lee Markosian, Seungyong Lee, John F. Hughes

emphasizing thin tone regions and tone boundaries. (d) Lines respond to new lighting, or (e) to new lighting and viewpoint. We describe a GPU-based algorithm for rendering a 3D model as a line...

Line drawings via abstracted shading (2007)

Yunjin Lee, Lee Markosian, Seungyong Lee, John F. Hughes

emphasizing thin tone regions and tone boundaries. (d) Lines respond to new lighting, or (e) to new lighting and viewpoint. We describe a GPU-based algorithm for rendering a 3D model as a line...

Smoothsketch: 3D free-form shapes from complex sketches (2006)

Olga A. Karpenko, John F. Hughes

classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for...

Mitsubishi Electric Research Laboratories (2005)

Http Www Merl, Fredo Dur, Morgan Mcguire, Morgan Mcguire, Wojciech Matusik, Wojciech Matusik, ...

this paper are the application of a multiparameter camera to video matting; an automatic method to extract crude, conservative mattes called trimaps; and a novel optimization method for defocus...

Defocus Video Matting (2005)

Morgan Mcguire Wojciech, Wojciech Matusik, Hanspeter Pfister, John F. Hughes, Frédo Durand

Video matting is the process of pulling a high-quality alpha matte and foreground from a video sequence. Current techniques require either a known background (e.g., a blue screen) or extensive user...

Defocus video matting (2005)

Fredo Dur, Morgan Mcguire, Morgan Mcguire, Wojciech Matusik, Wojciech Matusik, Hanspeter Pfister, ...

Video matting is the process of pulling a high-quality alpha matte and foreground from a video sequence. Current techniques require either a known background (e.g., a blue screen) or extensive user...

Navigating Documents with the Virtual Scroll Ring (2004)

Tomer Moscovich, John F. Hughes

We present a technique for scrolling through documents that is simple to implement and requires no special hardware. This is accomplished by simulating a hardware scroll ring---a device that maps...

EUROGRAPHICS Workshop on Sketch-Based Interfaces and Modeling (2004) (2004)

John Hughes And, John F. Hughes, Joaquim A. Jorge (guest, David Bourguignon, Raphaëlle Chaine, Marie-paule Cani, ...

This paper presents a modeling system which takes advantage of two-dimensional drawing knowledge to design three-dimensional free-form shapes. A set of mouse or tablet strokes is interpreted by the...

A Sketch-Based Interface for Collaborative Design (2004)

John F. Hughes, Joaquim A. Jorge (guest, Zhe Fan, Manuel M. Oliveira, Chi Ma, Arie Kaufman

We present an interface for collaborative conceptual design that combines sketch elements, direct manipulation of 3D objects and non-photorealistic rendering. Such a combination results in a simple...

Hardware-determined feature edges (2004)

Morgan Mcguire, John F. Hughes

a. b. c. d. Figure 1: Hidden line, realistic fur, shadow volume, and cartoon fur styles implemented using only the GPU. Algorithms that detect silhouettes, creases, and other edge based features...

practical and robust shadows (2003)

Morgan Mcguire, John F. Hughes, Kevin T. Egan, Mark J. Kilgard, Cass Everitt

Abstract. We present a set of algorithms for rendering shadows using the stencil buffer and shadow volume geometry. It can achieve greater performance than previous methods by applying a series of...

Animation Sketching: An Approach to Accessible Animation (2003)

Tomer Moscovich John, John F. Hughes

Rough diagrams are useful in communication and planning, but static diagrams can be insufficient to express motion. While for many applications animation is effective in depicting movement and...

Acknowledgements (2003)

Kevin Egan, John F. Hughes, Andries Van Dam

This thesis by Kevin Egan is accepted in its present form by

Free-form sketching with variational implicit surfaces (2002)

Olga Karpenko, John F. Hughes, Ramesh Raskar

With the advent of sketch-based methods for shape construction, there’s a new degree of power available in the rapid creation of approximate shapes. Sketch [Zeleznik, 1996] showed how a...

WYSIWYG NPR: Drawing Strokes Directly on 3D Models (2002)

Robert D. Kalnins, Lee Markosian, Barbara J. Meier, Michael A. Kowalski, Joseph C. Lee, Philip L. Davidson, ...

We present a system that lets a designer directly annotate a 3D model with strokes, imparting a personal aesthetic to the non-photorealistic rendering of the object. The artist chooses a...

Mitsubishi Electric Research Laboratories (2002)

Http Www Merl, Olga Karpenko, John F. Hughes, Ramesh Raskar

this paper, we discuss our preliminary efforts at using variational implicit surfaces [Turk, 2000] as a representation in a free-form modeler. We also discuss the implementation of several operations...

WYSIWYG NPR: Drawing Strokes Directly on 3D Models (2002)

Robert D. Kalnins, Lee Markosian, Barbara J. Meier, Michael A. Kowalski, Joseph C. Lee, Philip L. Davidson, ...

We present a system that lets a designer directly annotate a 3D model with strokes, imparting a personal aesthetic to the non-photorealistic rendering of the object. The artist chooses a “brush ”...

WYSIWYG NPR: Drawing strokes directly on 3D models (2002)

Robert D. Kalnins, Lee Markosian, Barbara J. Meier, Michael A. Kowalski, Joseph C. Lee, Philip L. Davidson, ...

We present a system that lets a designer directly annotate a 3D model with strokes, imparting a personal aesthetic to the non-photorealistic rendering of the object. The artist chooses a “brush ”...

Art-based Rendering with Continuous Levels of Detail (2000)

Lee Markosian, Barbara J. Meier, Michael A. Kowalski, Loring S. Holden, J. D. Northrup, John F. Hughes

In previous work [6], we presented an algorithm for rendering virtual scenes using art-based styles. We demonstrated the ability to render fur, grass, and trees in a stylized manner that evoked the...

Harold: A World Made of Drawings (2000)

Jonathan M. Cohen, John F. Hughes, Robert C. Zeleznik

The problem of interactively creating 3D scenes from 2D input is a compelling one, and recent progress has been exciting. We present our system, Harold, which combines ideas from existing techniques...

Harold: A world made of drawings (2000)

Jonathan M. Cohen, John F. Hughes, Robert C. Zeleznik

The problem of interactively creating 3D scenes from 2D input is a compelling one, and recent progress has been exciting. We present our system, Harold, which combines ideas from existing techniques...

Art-based rendering of fur, grass, and trees (1999)

Michael A. Kowalski, Lee Markosian, J. D. Northrup, Lubomir Bourdev, Ronen Barzel, Loring S. Holden, ...

Artists and illustrators can evoke the complexity of fur or vegetation with relatively few well-placed strokes. We present an algorithm that uses strokes to render 3D computer graphics scenes in a...

Efficient Hidden-Surface Removal in Theory and in Practice (1999)

T. M. Murali, T. M. Murali, Jeffrey Scott Vitter, Pankaj K. Agarwal, John F. Hughes

A central component of rendering is hiddent-surface removal. Given a set of objects, compute the scrne visible from the viewpoint as projected onto the image plane, we would like to compute the first...

Art-Based Rendering of Fur, Grass, and Trees (1999)

Michael A. Kowalski, Lee Markosian, J. D. Northrup, Lubomir Bourdev, Ronen Barzel, Loring S. Holden, ...

Artists and illustrators can evoke the complexity of fur or vegetation with relatively few well-placed strokes. We present an algorithm that uses strokes to render 3D computer graphics scenes in a...

Rapid Approximate Silhouette Rendering of Implicit Surfaces (1998)

David J. Bremer, John F. Hughes

We describe a method for rapidly producing a nonphotorealistic rendering of an implicit surface. The rendering includes silhouettes and some shading near silhouettes to help indicate curvature. The...

Analyzing Bounding Boxes for Object Intersection (1998)

Subhash Suri, Philip M. Hubbard, John F. Hughes

Heuristics that exploit bounding boxes are common in algorithms for rendering, modeling and animation. While experience has shown that bounding boxes improve the performance of these algorithms in...

Rapid Approximate Silhouette Rendering of Implicit Surfaces (1998)

David J. Bremer, John F. Hughes

ABSTRACT We describe a method for rapidly producing a nonphotorealistic rendering of an implicit surface. The rendering includes silhouettes and some shading near silhouettes to help indicate...

Orientable textures for image-based pen-and-ink illustration (1997)

Michael P. Salisbury, Michael T. Wong, John F. Hughes, David H. Salesin

We present an interactive system for creating pen-and-ink-style line drawings from greyscale images in which the strokes of the rendered illustration follow the features of the original image. The...

Orientable Textures for Image-Based Pen-and-Ink Illustration (1997)

Michael Salisbury Michael, Michael T. Wong, John F. Hughes, David H. Salesin

We present an interactive system for creating pen-and-ink-style line drawings from greyscale images in which the strokes of the rendered illustration follow the features of the original image. The...

Real-Time Nonphotorealistic Rendering (1997)

Lee Markosian Michael, Michael A. Kowalski, Samuel J. Trychin, Lubomir D. Bourdev, Daniel Goldstein, John F. Hughes

Nonphotorealistic rendering (NPR) can help make comprehensible but simple pictures of complicated objects by employing an economy of line. But current nonphotorealistic rendering is primarily a batch...

Multiperspective Panoramas for Cel Animation (1997)

Daniel N. Wood, Adam Finkelstein, John F. Hughes, Craig E. Thayer, David H. Salesin, Daniel N. Wood Adam Finkelstein

We describe a new approach for simulating apparent camera motion through a 3D environment. The approach is motivated by a traditional technique used in 2D cel animation, in which a single background...

Topics in Computer Animation and Some Relevant Papers (1997)

Jane Wilhelms, Wtt Yin Wu, N. M. Thalmann, Ww Alan Watt, Mark Watt, Advanced Animation, ...

C151--C158, September 1997. [WFB87] Andrew Witkin, Kurt Fleischer, and Alan H. Barr. Energy constraints on parameterized models. SIGGRAPH '87 Conference Proceedings, 21(4):225--232, (Anaheim,...

Real-Time Nonphotorealistic Rendering (1997)

Lee Markosian, Michael A. Kowalski, Samuel J. Trychin, Lubomir D. Bourdev, Daniel Goldstein, John F. Hughes

Nonphotorealistic rendering (NPR) can help make comprehensible but simple pictures of complicated objects by employing an economy of line. But current nonphotorealistic rendering is primarily a batch...

Plausible motion simulation for computer graphics animation (1996)

Ronen Barzel, John F. Hughes, Daniel N. Wood

Accuracy is the ubiquitous goal of dynamic simulation, in order to yield the “correct ” motion. But for creating animation, what is really of interest is “plausible ” motion, which is...

Plausible Motion Simulation for Computer Graphics Animation (1996)

Ronen Barzel John, John F. Hughes, Daniel N. Wood

Accuracy is the ubiquitous goal of dynamic simulation, in order to yield the "correct" motion. But for creating animation, what is really of interest is "plausible" motion, which...

Smooth Isosurface Approximation (1996)

Cindy M. Grimm, John F. Hughes

We present a method for approximating an isosurface with a smooth parametric representation. From the isosurface we first produce a patch mesh, a description of how many surface patches there are and...

SKETCH: An Interface for Sketching 3D Scenes (1996)

Robert C. Zeleznik, Kenneth P. Herndon, John F. Hughes

Sketching communicates ideas rapidly through approximate visual images with low overhead (pencil and paper), no need for precision or specialized knowledge, and ease of low-level correction and...

Smooth iso-surface approximation (1995)

Cindy M. Grimm, John F. Hughes

We present a method for approximating an isosurface with a smooth parametric representation. From the isosurface we rst produce a patch mesh, a description of how many surface patches there are and...

Modeling Surfaces of Arbitrary Topology using Manifolds (1995)

Cindy Grimm, John F. Hughes

We describe an extension of B-splines to surfaces of arbitrary topology, including arbitrary boundaries. The technique inherits many of the properties of B-splines: local control, a compact...

Nonpolygonal Isosurface Rendering for Large Volume Datasets (1994)

James W. Durkin, John F. Hughes

Surface-based rendering techniques, particularly those that extract a polygonal approximation to an isosurface, are widely used in volume visualization. As dataset size increases though, the...

An Interactive 3D Toolkit for Constructing 3D Widgets (1993)

Robert C. Zeleznik, Kenneth P. Herndon, Daniel C. Robbins, Nate Huang, Tom Meyer, Noah Parker, ...

Introduction Today's user interfaces for most 3D graphics applications still depend heavily on 2D GUIs and keyboard input. There have been several recent attempts both to extend these user...

Autocalibration forVirtual Environments Tracking Hardware* (1993)

Stefan Gottschalk John, John F. Hughes

We describe two instances in which precise mechanical calibration of virtual environments equipment has been replaced by automated algorithmic calibration through software that encapsulates the...

Direct Manipulation of Free-Form Deformations (1992)

William M Hsu, John F. Hughes, Henry Kaufman

Free-form deformation (FFD) is a powerful modeling tool, but controlling the shape of an object under complex deformations is often difficult. The interface to FFD in most conventional systems simply...

Smooth Interpolation of Orientations with Angular Velocity Constraints using Quaternions (1992)

Alan H. Barr, Bena Currin, Steven Gabriel, John F. Hughes, Sage Design

In this paper we present methods to smoothly interpolate orientations, given N rotational keyframes of an object along a trajectory. The methods allow the user to impose constraints on the rotational...

An Object-Oriented Framework for the Integration of Interactive Animation Techniques (1991)

Robert Zeleznik Brookshire, Robert C. Zeleznik, D. Brookshire Conner, Matthias M. Wloka, Daniel G. Aliaga, Nathan T. Huang, ...

We present an interactive modeling and animation system that facilitates the integration of a variety of simulation and animation paradigms. This system permits the modeling of diverse objects that...

An Object-Oriented Framework for the Integration of Interactive Animation Techniques (1991)

Robert C. Zeleznik, D. Brookshire Conner, Matthias M. Wloka, Daniel G. Aliaga, Nathan T. Huang, Philip M. Hubbard, ...

We present an interactive modeling and animation system that facilitates the integration of a variety of simulation and animation paradigms. This system permits the modeling of diverse objects that...

An Object-Oriented Framework for the Integration of Interactive Animation Techniques (1991)

Robert Zeleznik, D. Brookshire Conner, Matthias M. Wloka, Daniel G. Aliaga, Nathan T. Huang, Philip M. Hubbard, ...

We present an interactive modeling and animation system that facilitates the integration of a variety of simulation and animation paradigms. This system permits the modeling of diverse objects that...

An object-oriented framework for the integration of interactive animation techniques (1991)

Robert C. Zeleznik, D. Brookshire Conner, Matthias M. Wloka, Daniel G, Nathan T. Huang, Philip M, ...

We present an interactive modeling and animation system that facilitates the integration of a variety of simulation and animation paradigms. This system permits the modeling of diverse objects that...

Developing an Interactive Illustration: Using Java and the Web to Make It Worthwhile

Jeff Beall, Adam Doppelt, John F. Hughes

The World Wide Web has been recognized as a powerful tool for communication. Java has enhanced this by providing an opportunity for rapid transmission of "condensed information" in the form...