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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