Creating and Navigating Virtual Worlds

In this 3-part talk, I described a novel "constructive
path planning" approach to creating natural scenery,
I outlined an
acceleration to path planning based on a precomputed
hierarchical representation of the graph,
and I discussed some preliminary results from a project on
assisting game players to understand the barrage of
information relating to game events and game state.
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Pareidolia

Pareidolia is the false recognition of a familiar object, such as
a face being seen in a cloud. In this talk, I discuss possibilities
for deliberately crafting images and models which contain hidden
images, evoking the sensation of pareidolia in the viewer.
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Stippling

Stipples are small dots of ink used to create images. I describe an
automatic method for converting arbitrary input images into stippled images.
Unlike previous methods, this one places stipples preferentially on
image edges, as artists do.
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Dendritic Modeling

Dendrites are branching structures commonly found in nature,
including trees, coral, lightning, and river systems. This talk
describes an approach to creating dendritic structures that depends
on least-cost paths through a weighted graph.
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Improving Targeting with Visual Feedback
In cluttered environments with moving targets, such as those found
in many real-time strategy computer games, target selection using
the mouse is difficult. This talk describes the outcome of a
user study on the power of visual feedback to improve performance
in target selection tasks. While visual feedback does not improve
the time it takes to complete a task, it does reduce the error rate.
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Image-Guided Cracks

This talk describes a method for visually embedding line drawings or text
in crack networks. The main algorithm is multi-source breadth-first
search through a weighted graph; by adjusting the weights both spatially
and temporally, image-guided images and image sequences can be created.
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Wax Crayons

This talk describes a method for simulating wax crayons. A physically
inspired model of wax deposition produces a map of wax on the page, and
the Kubelka-Munk reflectance model gives the appearance of the page.
The overall system is able to produce lifelike crayon drawings.
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Stained Glass

This talk describes a method for creating stained glass images.
An input image is segmented, the segments are divided into shapes
feasible for cutting from glass, and a color is chosen for each segment;
then, a custom rendering process produces the final stained glass image.
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