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Dive into the research topics where Forrester Cole is active.

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Featured researches published by Forrester Cole.


international conference on computer graphics and interactive techniques | 2009

How well do line drawings depict shape

Forrester Cole; Kevin Sanik; Douglas DeCarlo; Adam Finkelstein; Thomas A. Funkhouser; Szymon Rusinkiewicz; Manish Singh

This paper investigates the ability of sparse line drawings to depict 3D shape. We perform a study in which people are shown an image of one of twelve 3D objects depicted with one of six styles and asked to orient a gauge to coincide with the surface normal at many positions on the objects surface. The normal estimates are compared with each other and with ground truth data provided by a registered 3D surface model to analyze accuracy and precision. The paper describes the design decisions made in collecting a large data set (275,000 gauge measurements) and provides analysis to answer questions about how well people interpret shapes from drawings. Our findings suggest that people interpret certain shapes almost as well from a line drawing as from a shaded image, that current computer graphics line drawing techniques can effectively depict shape and even match the effectiveness of artists drawings, and that errors in depiction are often localized and can be traced to particular properties of the lines used. The data collected for this study will become a publicly available resource for further studies of this type.


international conference on computer graphics and interactive techniques | 2011

Microgeometry capture using an elastomeric sensor

Micah K. Johnson; Forrester Cole; Alvin Raj; Edward H. Adelson

We describe a system for capturing microscopic surface geometry. The system extends the retrographic sensor [Johnson and Adelson 2009] to the microscopic domain, demonstrating spatial resolution as small as 2 microns. In contrast to existing microgeometry capture techniques, the system is not affected by the optical characteristics of the surface being measured---it captures the same geometry whether the object is matte, glossy, or transparent. In addition, the hardware design allows for a variety of form factors, including a hand-held device that can be used to capture high-resolution surface geometry in the field. We achieve these results with a combination of improved sensor materials, illumination design, and reconstruction algorithm, as compared to the original sensor of Johnson and Adelson [2009].


international conference on computer graphics and interactive techniques | 2005

Line drawings from 3D models

Szymon Rusinkiewicz; Forrester Cole; Doug DeCarlo; Adam Finkelstein

Nonphotorealistic rendering techniques, including line drawings, can be remarkably efficient at conveying shape and meaning with a minimum of visual distraction. This class will describe techniques for automated rendering of 3D models using a number of sparse line drawing styles, for both artistic and illustrative purposes. We will mathematically define lines such as silhouettes, contours, creases, suggestive contours and highlights, and apparent ridges and valleys. We then describe algorithms for finding lines efficiently, including object- and image-space methods, and discuss methods for stylization and level-of-detail control. Finally, we provide a brief introduction to concepts of visual perception, including the information content of line drawings and the effects of abstraction and detail on attention.


international conference on computer graphics and interactive techniques | 2013

Stylizing animation by example

Pierre Bénard; Forrester Cole; Michael Kass; Igor Mordatch; James Hegarty; Martin Sebastian Senn; Kurt W. Fleischer; Davide Pesare; Katherine Breeden

Skilled artists, using traditional media or modern computer painting tools, can create a variety of expressive styles that are very appealing in still images, but have been unsuitable for animation. The key difficulty is that existing techniques lack adequate temporal coherence to animate these styles effectively. Here we augment the range of practical animation styles by extending the guided texture synthesis method of Image Analogies [Hertzmann et al. 2001] to create temporally coherent animation sequences. To make the method art directable, we allow artists to paint portions of keyframes that are used as constraints. The in-betweens calculated by our method maintain stylistic continuity and yet change no more than necessary over time.


non-photorealistic animation and rendering | 2010

Self-similar texture for coherent line stylization

Pierre Bénard; Forrester Cole; Aleksey Golovinskiy; Adam Finkelstein

Stylized line rendering for animation has traditionally traded-off between two undesirable artifacts: stroke texture sliding and stroke texture stretching. This paper proposes a new stroke texture representation, the self-similar line artmap (SLAM), which avoids both these artifacts. SLAM textures provide continuous, infinite zoom while maintaining approximately constant appearance in screen-space, and can be produced automatically from a single exemplar. SLAMs can be used as drop-in replacements for conventional stroke textures in 2D illustration and animation. Furthermore, SLAMs enable a new, simple approach to temporally coherent rendering of 3D paths that is suitable for interactive applications. We demonstrate results for 2D and 3D animations.


international conference on computer graphics and interactive techniques | 2014

Subspace clothing simulation using adaptive bases

Fabian Hahn; Bernhard Thomaszewski; Stelian Coros; Robert W. Sumner; Forrester Cole; Mark Meyer; Tony DeRose; Markus H. Gross

We present a new approach to clothing simulation using low-dimensional linear subspaces with temporally adaptive bases. Our method exploits full-space simulation training data in order to construct a pool of low-dimensional bases distributed across pose space. For this purpose, we interpret the simulation data as offsets from a kinematic deformation model that captures the global shape of clothing due to body pose. During subspace simulation, we select low-dimensional sets of basis vectors according to the current pose of the character and the state of its clothing. Thanks to this adaptive basis selection scheme, our method is able to reproduce diverse and detailed folding patterns with only a few basis vectors. Our experiments demonstrate the feasibility of subspace clothing simulation and indicate its potential in terms of quality and computational efficiency.


european conference on computer vision | 2012

Shapecollage: occlusion-aware, example-based shape interpretation

Forrester Cole; Phillip Isola; William T. Freeman; Frederic Durand; Edward H. Adelson

This paper presents an example-based method to interpret a 3D shape from a single image depicting that shape. A major difficulty in applying an example-based approach to shape interpretation is the combinatorial explosion of shape possibilities that occur at occluding contours. Our key technical contribution is a new shape patch representation and corresponding pairwise compatibility terms that allow for flexible matching of overlapping patches, avoiding the combinatorial explosion by allowing patches to explain only the parts of the image they best fit. We infer the best set of localized shape patches over a graph of keypoints at multiple scales to produce a discontinuous shape representation we term a shape collage. To reconstruct a smooth result, we fit a surface to the collage using the predicted confidence of each shape patch. We demonstrate the method on shapes depicted in line drawing, diffuse and glossy shading, and textured styles.


IEEE Transactions on Visualization and Computer Graphics | 2010

Two Fast Methods for High-Quality Line Visibility

Forrester Cole; Adam Finkelstein

Lines drawn over or in place of shaded 3D models can often provide greater comprehensibility and stylistic freedom than shading alone. A substantial challenge for making stylized line drawings from 3D models is the visibility computation. Current algorithms for computing line visibility in models of moderate complexity are either too slow for interactive rendering, or too brittle for coherent animation. We introduce two methods that exploit graphics hardware to provide fast and robust line visibility. First, we present a simple shader that performs a visibility test for high-quality, simple lines drawn with the conventional implementation. Next, we offer a full optimized pipeline that supports line visibility and a broad range of stylization options.


computer vision and pattern recognition | 2017

Synthesizing Normalized Faces from Facial Identity Features

Forrester Cole; David Belanger; Dilip Krishnan; Aaron Sarna; Inbar Mosseri; William T. Freeman

We present a method for synthesizing a frontal, neutral-expression image of a persons face, given an input face photograph. This is achieved by learning to generate facial landmarks and textures from features extracted from a facial-recognition network. Unlike previous generative approaches, our encoding feature vector is largely invariant to lighting, pose, and facial expression. Exploiting this invariance, we train our decoder network using only frontal, neutral-expression photographs. Since these photographs are well aligned, we can decompose them into a sparse set of landmark points and aligned texture maps. The decoder then predicts landmarks and textures independently and combines them using a differentiable image warping operation. The resulting images can be used for a number of applications, such as analyzing facial attributes, exposure and white balance adjustment, or creating a 3-D avatar.


interactive 3d graphics and games | 2009

Fast high-quality line visibility

Forrester Cole; Adam Finkelstein

Lines drawn over or in place of shaded 3D models can often provide greater comprehensibility and stylistic freedom that shading alone. A substantial challenge for making stylized line drawings from 3D models is the visibility computation. Current algorithms for computing line visibility in models of moderate complexity are either too slow for interactive rendering, or too brittle for coherent animation. We present a method that exploits graphics hardware to provide fast and robust line visibility. Rendering speed for our system is usually within a factor of two of an optimized rendering pipeline using conventional lines, and our system provides much higher visual quality and flexibility for stylization.

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Edward H. Adelson

Massachusetts Institute of Technology

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Phillip Isola

Massachusetts Institute of Technology

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Bill Freeman

Massachusetts Institute of Technology

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