Author info
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William V. Baxter, III Microsoft, Manycore Incubation GroupRedmond, WA wibaxt at microsoft.com |
Publications
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N-way Morphing for 2D Animation To appear in Computer Animation and Virtual Worlds (proc. CASA 2009), 2009.
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Compatible Embedding for 2D Shape Animation To appear in IEEE Transactions Visualization and Computer Graphics, 2009.
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Rigid Shape Interpolation Using Normal Equations Proc. Non-Photorealistic Animation and Rendering, 2008. [web]
[ In this paper we provide a new compact formulation of rigid shape interpolation in terms of normal equations, and propose several enhancements to previous techniques. Specifically, we propose 1) a way to improve mesh independence, making the interpolation result less influenced by variations in tessellation, 2) a faster way to make the interpolation symmetric, and 3) simple modifications to enable controllable interpolation. Finally we also identify 4) a failure mode related to large rotations that is easily triggered in practical use, and we present a solution for this as well.
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Locally Controllable Stylized Shading SIGGRAPH 2007. [web]
[ Recent progress in non-photorealistic rendering (NPR) has led to many stylized shading techniques that efficiently convey visual information about the objects depicted. Another crucial goal of NPR is to give artists simple and direct ways to express the abstract ideas born of their imaginations. In particular, the ability to add intentional, but often unrealistic, shading effects is indispensable for many applications. We propose a set of simple stylized shading algorithms that allow the user to freely add localized light and shade to a model in a manner that is consistent and seamlessly integrated with conventional lighting techniques. The algorithms provide an intuitive, direct manipulation method based on a paint-brush metaphor, to control and edit the light and shade locally as desired. Our prototype system demonstrates how our method can enhance both the quality and range of applicability of conventional stylized shading for offline animation and interactive applications.
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Finite volume flow simulations on arbitrary domains Graphical Models, 2007. [web]
[ We present a novel method for solving the incompressible Navier-Stokes equations that more accurately handles arbitrary boundary conditions and sharp geometric features in the fluid domain. It uses a space filling tetrahedral mesh, which can be created using many well known methods, to represent the fluid domain. Examples of the method's strengths are illustrated by free surface fluid simulations and smoke simulations of flows around objects with complex geometry.
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Latent Doodle Space Computer Graphics Forum (Proc. Eurographics), 2006. [web]
[ We propose the concept of a latent doodle space, a low-dimensional space derived from a set of input doodles, or simple line drawings. The latent space provides a foundation for generating new drawings that are similar, but not identical to, the input examples. The two key components of this technique are 1) a heuristic algorithm for finding stroke correspondences between the drawings, and 2) the use of latent variable methods to automatically extract a low-dimensional latent doodle space from the inputs. We present two practical applications that demonstrate the utility of this idea: first, a randomized stamp tool that creates a different image on every usage; and second, "personalized probabilistic fonts," a handwriting synthesis technique that mimics the idiosyncrasies of one's own handwriting.
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Tweakable Light and Shade for Cartoon Animation Proc. Symposium on Non-Photorealistic Animation and Rendering (NPAR), 2006. [web]
[ Light and shade in the context of non-photorealistic imaging, such as digital cel animation, are semantic notations, rather than physical phenomena. Therefore stylized light and shade should be intentionally animated instead of simulated. This paper proposes an intuitive, direct manipulation method for animating stylized light and shade in real-time. Our method provides intuitive click-and-drag operations for translating and deforming the shaded areas, including rotation, directional scaling, splitting, and squaring of highlights, all without tedious parameter tuning. Our prototype system demonstrates the algorithms in our method, which are implemented along with a real-time cartoon shader on commodity graphics hardware. This system allows the interactive creation of stylized shading keyframes for animations, illustrating the effectiveness of the proposed techniques.
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Haptic Interaction with Fluid Media The Proceedings of Graphics Interface '04, 2004.
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A Versatile Interactive 3D Brush Model Proc. of Pacific Graphics 2004.
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A Viscous Paint Model for Interactive Applications Computer Animation and Virtual Worlds (Proc. CASA), 2004.
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IMPaSTo: A Realistic Model for Paint Proc. of Symposium on Non-Photorealistic Animation and Rendering (NPAR), 2004.
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Simulation of Cloud Dynamics on Graphics Hardware Proc. Graphics Hardware, 2003.
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GigaWalk: Interactive Walkthrough of Complex 3D Environments Proc. of Eurographics Workshop on Rendering, 2002.
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dAb: Interactive Haptic Painting With 3D Virtual Brushes SIGGRAPH 2001.
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HLODs for Fast Display of Large Static and Dynamic Environments Proc. of ACM Symposium on Interactive 3D Graphics, 2001.
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Dissertation
Physically-based Modeling Techniques for Interactive Digital Painting (2004)
[pdf] (~50BM)
[ppt]
(defense slides, 2004-09-03, ~50MB, zipped PowerPoint + videos)
[bibtex]
@PHDTHESIS{BaxterPhD2004, author = {William V. Baxter}, title = {Physically-based Modeling Techniques for Interactive Digital Painting}, school = {University of North Carolinal at Chapel Hill}, year = {2004}, type = {{Ph.D.} {T}hesis}, address = {Chapel Hill, North Carolina}, owner = {baxter}, alink = {phddiss}, timestamp = {2007.02.20}, }
Other activities
- Poster to appear at Pacific Graphics 2008 : "Algorithms for Inter-shape Mapping", William Baxter, Pascal Barla, and Ken Anjyo.
- Poster at NPAR 2008 : "Creating an NPR scale for nausea"
- Poster at SIGGRAPH 2006 : "Point-based rigid shape interpolation"
- Sketch at SIGGRAPH 2004 : "A viscous paint model for interactive applications"
- Chapter in upcoming A.K. Peters haptics book
- Article in Communication of ACM. "Physically Based Virtual Painting", M. Lin, W. Baxter, V. Scheib, and J. Wendt. 47(8):40-47, August 2004.
- Article in Proc. IEEE Conference on Robotics and Automation: "Haptic Interaction for Creative Processes with Simulated Media", Lin, Baxter, Foskey, Otaduy, and Scheib. pp 598-604, May 2002.
- Article in Energy, Simulation Training, Ocean Engineering, and Instrumentation, Research Papaers of the Link Foundation Fellows. "A Physically Based Modeling Approach to Interactive Digital Painting", Ed. Brian Thompson, New York, University of Rochester Press, 2004.
- US Patent 6,489,961: "Rasterization of Lines in a Cylindrical Voxel Grid", Baxter and Giovinco, issued December 3, 2002. (Patent also issued in Taiwan in 2004)
Acknowledgments
Thanks to Huges Hoppe, from whom I snarfed this format.Thanks to Elmar Pitschke who made the PHP BibTeX parsing script I use to build the page directly from a BibTeX file.

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