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Dive into the research topics where David Salesin is active.

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Featured researches published by David Salesin.


international conference on computer graphics and interactive techniques | 2001

Image analogies

Aaron Hertzmann; Charles E. Jacobs; Nuria Oliver; Brian Curless; David Salesin

This paper describes a new framework for processing images by example, called “image analogies.” The framework involves two stages: a design phase, in which a pair of images, with one image purported to be a “filtered” version of the other, is presented as “training data”; and an application phase, in which the learned filter is applied to some new target image in order to create an “analogous” filtered result. Image analogies are based on a simple multi-scale autoregression, inspired primarily by recent results in texture synthesis. By choosing different types of source image pairs as input, the framework supports a wide variety of “image filter” effects, including traditional image filters, such as blurring or embossing; improved texture synthesis, in which some textures are synthesized with higher quality than by previous approaches; super-resolution, in which a higher-resolution image is inferred from a low-resolution source; texture transfer, in which images are “texturized” with some arbitrary source texture; artistic filters, in which various drawing and painting styles are synthesized based on scanned real-world examples; and texture-by-numbers, in which realistic scenes, composed of a variety of textures, are created using a simple painting interface.


international conference on computer graphics and interactive techniques | 1995

Fast multiresolution image querying

Charles E. Jacobs; Adam Finkelstein; David Salesin

We present a method for searching in an image database using a query image that is similar to the intended target. The query image may be a hand-drawn sketch or a (potentially low-quality) scan of the image to be retrieved. Our searching algorithm makes use of multiresolution wavelet decompositions of the query and database images. The coefficients of these decompositions are distilled into small “signatures” for each image. We introduce an “image querying metric” that operates on these signatures. This metric essentially compares how many significant wavelet coefficients the query has in common with potential targets. The metric includes parameters that can be tuned, using a statistical analysis, to accommodate the kinds of image distortions found in different types of image queries. The resulting algorithm is simple, requires very little storage overhead for the database of signatures, and is fast enough to be performed on a database of 20,000 images at interactive rates (on standard desktop machines) as a query is sketched. Our experiments with hundreds of queries in databases of 1000 and 20,000 images show dramatic improvement, in both speed and success rate, over using a conventional L1, L2, or color histogram norm. CR


computer vision and pattern recognition | 2001

A Bayesian approach to digital matting

Yung-Yu Chuang; Brian Curless; David Salesin; Richard Szeliski

This paper proposes a new Bayesian framework for solving the matting problem, i.e. extracting a foreground element from a background image by estimating an opacity for each pixel of the foreground element. Our approach models both the foreground and background color distributions with spatially-varying sets of Gaussians, and assumes a fractional blending of the foreground and background colors to produce the final output. It then uses a maximum-likelihood criterion to estimate the optimal opacity, foreground and background simultaneously. In addition to providing a principled approach to the matting problem, our algorithm effectively handles objects with intricate boundaries, such as hair strands and fur, and provides an improvement over existing techniques for these difficult cases.


international conference on computer graphics and interactive techniques | 2000

Video textures

Arno Schödl; Richard Szeliski; David Salesin; Irfan A. Essa

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, the video sequence as a whole is never repeated exactly. Video textures can be used in place of digital photos to infuse a static image with dynamic qualities and explicit actions. We present techniques for analyzing a video clip to extract its structure, and for synthesizing a new, similar looking video of arbitrary length. We combine video textures with view morphing techniques to obtain 3D video textures. We also introduce video-based animation, in which the synthesis of video textures can be guided by a user through high-level interactive controls. Applications of video textures and their extensions include the display of dynamic scenes on web pages, the creation of dynamic backdrops for special effects and games, and the interactive control of video-based animation.


international conference on computer graphics and interactive techniques | 1997

Computer-generated watercolor

Cassidy J. Curtis; Sean E. Anderson; Joshua E. Seims; Kurt W. Fleischer; David Salesin

A watercolor model based on an ordered set of translucent glazes, which are created independently usinig a shallow water fluid simulation. A Kubelka-Munk compositing model is used for simulating the optical effect of the superimposed glazes. The computer generated watercolor model is used as part of an interactive watercolor paint system, or as a method for automatic image “watercolorization.”


IEEE Computer Graphics and Applications | 1995

Wavelets for computer graphics: a primer.1

E.J. Stollnitz; A.D. DeRose; David Salesin

Wavelets are a mathematical tool for hierarchically decomposing functions. They allow a function to be described in terms of a coarse overall shape, plus details that range from broad to narrow. Regardless of whether the function of interest is an image, a curve, or a surface, wavelets offer an elegant technique for representing the levels of detail present. The article is intended to provide people working in computer graphics with some intuition for what wavelets are, as well as to present the mathematical foundations necessary for studying and using them. We discuss the simple case of Haar wavelets in one and two dimensions, and show how they can be used for image compression.<<ETX>>


international conference on computer graphics and interactive techniques | 1987

Rendering antialiased shadows with depth maps

William T. Reeves; David Salesin; Robert L. Cook

We present a solution to the aliasing problem for shadow algorithms that use depth maps. The solution is based on a new filtering technique called percentage closer filtering. In addition to antialiasing, the improved algorithm provides soft shadow boundaries that resemble penumbrae. We describe the new algorithm in detail, demonstrate the effects of its parameters, and analyze its performance.


international conference on computer graphics and interactive techniques | 1994

Computer-generated pen-and-ink illustration

Georges Winkenbach; David Salesin

This paper describes the principles of traditional pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. It introduces “stroke textures,” which can be used for achieving both texture and tone with line drawing. Stroke textures also allow resolution-dependent rendering, in which the choice of strokes used in an illustration is appropriately tied to the resolution of the target medium. We demonstrate these techniques using complex architectural models, including Frank Lloyd Wrights “Robie House.”


international conference on computer graphics and interactive techniques | 1996

The virtual cinematographer: a paradigm for automatic real-time camera control and directing

Li-wei He; Michael F. Cohen; David Salesin

This paper presents a paradigm for automatically generating complete camera specifications for capturing events in virtual 3D environments in real-time. We describe a fully implemented system, called the Virtual Cinematographer, and demonstrate its application in a virtual “party” setting. Cinematographic expertise, in the form of film idioms, is encoded as a set of small hierarchically organized finite state machines. Each idiom is responsible for capturing a particular type of scene, such as three virtual actors conversing or one actor moving across the environment. The idiom selects shot types and the timing of transitions between shots to best communicate events as they unfold. A set of camera modules, shared by the idioms, is responsible for the low-level geometric placement of specific cameras for each shot. The camera modules are also responsible for making subtle changes in the virtual actors’ positions to best frame each shot. In this paper, we discuss some basic heuristics of filmmaking and show how these ideas are encoded in the Virtual Cinematographer. CR


international conference on computer graphics and interactive techniques | 1994

Interactive pen-and-ink illustration

Michael Salisbury; Sean E. Anderson; Ronen Barzel; David Salesin

We present an interactive system for creating pen-and-ink illustrations. The system uses stroke textures—collections of strokes arranged in different patterns—to generate texture and tone. The user “paints” with a desired stroke texture to achieve a desired tone, and the computer draws all of the individual strokes. The system includes support for using scanned or rendered images for reference to provide the user with guides for outline and tone. By following these guides closely, the illustration system can be used for interactive digital halftoning, in which stroke textures are applied to convey details that would otherwise be lost in this black-and-white medium. By removing the burden of placing individual strokes from the user, the illustration system makes it possible to create fine stroke work with a purely mouse-based interface. Thus, this approach holds promise for bringing high-quality black-and-white illustration to the world of personal computing and desktop publishing.

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Brian Curless

University of Washington

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