Gioacchino Noris
Disney Research
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Publication
Featured researches published by Gioacchino Noris.
international conference on computer graphics and interactive techniques | 2013
Stelian Coros; Bernhard Thomaszewski; Gioacchino Noris; Shinjiro Sueda; Moira Forberg; Robert W. Sumner; Wojciech Matusik; Bernd Bickel
We present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts of the character should move. For each motion curve, our framework creates an optimized mechanism that reproduces it as closely as possible. The resulting mechanisms are attached to the character and then connected to each other using gear trains, which are created in a semi-automated fashion. The mechanical assemblies generated with our system can be driven with a single input driver, such as a hand-operated crank or an electric motor, and they can be fabricated using rapid prototyping devices. We demonstrate the versatility of our approach by designing a wide range of mechanical characters, several of which we manufactured using 3D printing. While our pipeline is designed for characters driven by planar mechanisms, significant parts of it extend directly to non-planar mechanisms, allowing us to create characters with compelling 3D motions.
ACM Transactions on Graphics | 2013
Gioacchino Noris; Alexander Hornung; Robert W. Sumner; Maryann Simmons; Markus H. Gross
Vectorization provides a link between raster scans of pencil-and-paper drawings and modern digital processing algorithms that require accurate vector representations. Even when input drawings are comprised of clean, crisp lines, inherent ambiguities near junctions make vectorization deceptively difficult. As a consequence, current vectorization approaches often fail to faithfully capture the junctions of drawn strokes. We propose a vectorization algorithm specialized for clean line drawings that analyzes the drawings topology in order to overcome junction ambiguities. A gradient-based pixel clustering technique facilitates topology computation. This topological information is exploited during centerline extraction by a new “reverse drawing” procedure that reconstructs all possible drawing states prior to the creation of a junction and then selects the most likely stroke configuration. For cases where the automatic result does not match the artists interpretation, our drawing analysis enables an efficient user interface to easily adjust the junction location. We demonstrate results on professional examples and evaluate the vectorization quality with quantitative comparison to hand-traced centerlines as well as the results of leading commercial algorithms.
international conference on computer graphics and interactive techniques | 2012
Thabo Beeler; Bernd Bickel; Gioacchino Noris; Paul A. Beardsley; Steve Marschner; Robert W. Sumner; Markus H. Gross
Although facial hair plays an important role in individual expression, facial-hair reconstruction is not addressed by current face-capture systems. Our research addresses this limitation with an algorithm that treats hair and skin surface capture together in a coupled fashion so that a high-quality representation of hair fibers as well as the underlying skin surface can be reconstructed. We propose a passive, camera-based system that is robust against arbitrary motion since all data is acquired within the time period of a single exposure. Our reconstruction algorithm detects and traces hairs in the captured images and reconstructs them in 3D using a multiview stereo approach. Our coupled skin-reconstruction algorithm uses information about the detected hairs to deliver a skin surface that lies underneath all hairs irrespective of occlusions. In dense regions like eyebrows, we employ a hair-synthesis method to create hair fibers that plausibly match the image data. We demonstrate our scanning system on a number of individuals and show that it can successfully reconstruct a variety of facial-hair styles together with the underlying skin surface.
Computer Graphics Forum | 2010
Brian Whited; Gioacchino Noris; Maryann Simmons; Robert W. Sumner; Markus H. Gross; Jarek Rossignac
The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results. Tight inbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data.
Computer Graphics Forum | 2012
Gioacchino Noris; Daniel Sýkora; Ariel Shamir; Stelian Coros; Brian Whited; Maryann Simmons; Alexander Hornung; Markus H. Gross; Robert W. Sumner
We present ‘Smart Scribbles’—a new scribble‐based interface for user‐guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke‐to‐stroke and scribble‐to‐stroke relationships. Although the minimization of this energy is, in general, an NP‐hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labellings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as‐rigid‐as‐possible deformation and registration, and on‐the‐fly labelling based on pre‐classified guidelines.
international conference on computer graphics and interactive techniques | 2015
Fabio Zünd; Mattia Ryffel; Stéphane Magnenat; Alessia Marra; Maurizio Nitti; Mubbasir Kapadia; Gioacchino Noris; Kenny Mitchell; Markus H. Gross; Robert W. Sumner
Augmented Reality (AR) holds unique and promising potential to bridge between real-world activities and digital experiences, allowing users to engage their imagination and boost their creativity. We propose the concept of Augmented Creativity as employing ar on modern mobile devices to enhance real-world creative activities, support education, and open new interaction possibilities. We present six prototype applications that explore and develop Augmented Creativity in different ways, cultivating creativity through ar interactivity. Our coloring book app bridges coloring and computer-generated animation by allowing children to create their own character design in an ar setting. Our music apps provide a tangible way for children to explore different music styles and instruments in order to arrange their own version of popular songs. In the gaming domain, we show how to transform passive game interaction into active real-world movement that requires coordination and cooperation between players, and how ar can be applied to city-wide gaming concepts. We employ the concept of Augmented Creativity to authoring interactive narratives with an interactive storytelling framework. Finally, we examine how Augmented Creativity can provide a more compelling way to understand complex concepts, such as computer programming.
non photorealistic animation and rendering | 2011
Gioacchino Noris; Daniel Sýkora; Stelian Coros; Brian Whited; Maryann Simmons; Alexander Hornung; Markus H. Gross; Robert W. Sumner
We propose a technique to control the temporal noise present in sketchy animations. Given an input animation drawn digitally, our approach works by combining motion extraction and inbetweening techniques to generate a reduced-noise sketchy animation registered to the input animation. The amount of noise is then controlled by a continuous parameter value. Our method can be applied to effectively reduce the temporal noise present in sequences of sketches to a desired rate, while preserving the geometric richness of the sketchy style in each frame. This provides the manipulation of temporal noise as an additional artistic parameter, e.g. to emphasize character emotions and scene atmosphere, and enables the display of sketchy content to broader audiences by producing animations with comfortable noise levels. We demonstrate the effectiveness of our approach on a series of rough hand-drawn animations.
IEEE Transactions on Visualization and Computer Graphics | 2015
Stéphane Magnenat; Dat Tien Ngo; Fabio Zünd; Mattia Ryffel; Gioacchino Noris; Gerhard Rothlin; Alessia Marra; Maurizio Nitti; Pascal Fua; Markus H. Gross; Robert W. Sumner
Coloring books capture the imagination of children and provide them with one of their earliest opportunities for creative expression. However, given the proliferation and popularity of digital devices, real-world activities like coloring can seem unexciting, and children become less engaged in them. Augmented reality holds unique potential to impact this situation by providing a bridge between real-world activities and digital enhancements. In this paper, we present an augmented reality coloring book App in which children color characters in a printed coloring book and inspect their work using a mobile device. The drawing is detected and tracked, and the video stream is augmented with an animated 3-D version of the character that is textured according to the childs coloring. This is possible thanks to several novel technical contributions. We present a texturing process that applies the captured texture from a 2-D colored drawing to both the visible and occluded regions of a 3-D character in real time. We develop a deformable surface tracking method designed for colored drawings that uses a new outlier rejection algorithm for real-time tracking and surface deformation recovery. We present a content creation pipeline to efficiently create the 2-D and 3-D content. And, finally, we validate our work with two user studies that examine the quality of our texturing algorithm and the overall App experience.
Archive | 2010
Gioacchino Noris; Alexander Hornung; Robert Sumner; Maryann Simmons; Markus Gross
non photorealistic animation and rendering | 2014
Antoine Milliez; Gioacchino Noris; Ilya Baran; Stelian Coros; Marie-Paule Cani; Maurizio Nitti; Alessia Marra; Markus H. Gross; Robert W. Sumner