Gregg D. Wilensky
Adobe Systems
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Publication
Featured researches published by Gregg D. Wilensky.
international conference on computer graphics and interactive techniques | 2006
Mark A. Ruzon; Scott D. Cohen; Gregg D. Wilensky; Martin E. Newell
Methods and systems, including computer program products, for determining a plurality of color clusters based on a plurality of pixels associated with a color image, the clusters being fewer than the pixels. A grayscale value for each one of a plurality of points in a color space is determined. Each grayscale value is based on a weighted average of target differences between each point and the clusters. Each of the pixels is associated with one or more of the points. A grayscale value for each pixel is identified based on the grayscale value of the associated one or more points.
eurographics | 2013
Jose I. Echevarria; Gregg D. Wilensky; Aravind Krishnaswamy; Byungmoon Kim; Diego Gutierrez
We present a novel computational framework for physically and chemically‐based simulations of analog alternative photographic processes. In the real world, these processes allow the creation of very personal and unique depictions due to the combination of the chemicals used, the physical interaction with liquid solutions, and the individual craftsmanship of the artist. Our work focuses not only on achieving similar compelling results, but on the manual process as well, introducing a novel exploratory approach for interactive digital image creation and manipulation. With such an emphasis on the user interaction, our simulations are devised to run on tablet devices; thus we propose the combination of a lightweight data‐driven model to simulate the chemical reactions involved, with efficient fluids simulations that modulate them. This combination allows realistic gestures‐based user interaction with constant visual feedback in real‐time. Using the proposed framework, we have built two prototypes with different tradeoffs between realism and flexibility, showing its potential to build novel image editing tools.
ACM Transactions on Graphics | 2017
Zhipei Yan; Stephen N. Schiller; Gregg D. Wilensky; Nathan A. Carr; Scott Schaefer
We present a method for constructing almost-everywhere curvature-continuous, piecewise-quadratic curves that interpolate a list of control points and have local maxima of curvature only at the control points. Our premise is that salient features of the curve should occur only at control points to avoid the creation of features unintended by the artist. While many artists prefer to use interpolated control points, the creation of artifacts, such as loops and cusps, away from control points has limited the use of these types of curves. By enforcing the maximum curvature property, loops and cusps cannot be created unless the artist intends for them to be. To create such curves, we focus on piecewise quadratic curves, which can have only one maximum curvature point. We provide a simple, iterative optimization that creates quadratic curves, one per interior control point, that meet with G2 continuity everywhere except at inflection points of the curve where the curves are G1. Despite the nonlinear nature of curvature, our curves only obtain local maxima of the absolute value of curvature only at interpolated control points.
Computer Graphics Forum | 2013
Minjung Son; Byungmoon Kim; Gregg D. Wilensky; Seungyong Lee
We propose various simulation strategies to generate single-frame fire effects for images, as opposed to multi-frame fire effects for animations. To accelerate 3D simulation and to provide a user with early hints on the final effect, we propose a 2D-guided 3D simulation approach, which runs a faster 2D simulation first, and then guides 3D simulation using the 2D simulation result. To achieve this, we explore various boundary conditions and develop a constrained projection method. Since only the final frame will be used while intermediate frames are abandoned, earlier intermediate frames can take larger time steps and have large noise applied, quickly generating turbulent flow structures. As the final frame approaches, we increase the flow quality by reducing the time step and not adding any noise. This adaptive time stepping allows us to use more computational resource near or at the final frame. We also develop divergence and buoyancy modification methods to guide flames along arbitrary, even physically implausible, directions. Our simulation methods can effectively and efficiently generate a variety of fire effects useful for image decoration.
Archive | 2001
Scott D. Cohen; Gregg D. Wilensky
Archive | 2000
Gregg D. Wilensky; Martin E. Newell
Archive | 2009
Gregg D. Wilensky
Archive | 2000
Gregg D. Wilensky
Archive | 2003
Gregg D. Wilensky
Archive | 2003
Gregg D. Wilensky