Author info

Picture of Bill

William V. Baxter, III

Microsoft, Manycore Incubation Group
Redmond, WA

wibaxt at microsoft.com

Publications

N-way Morphing for 2D Animation

William Baxter, Pascal Barla, and Ken Anjyo

To appear in Computer Animation and Virtual Worlds (proc. CASA 2009), 2009.

@article { Baxter09-Nway, author = {William Baxter and Pascal Barla and Ken Anjyo} title = {{N}-way Morphing for {2D} Animation}, journal = {To appear in Computer Animation and Virtual Worlds (proc. CASA 2009)}, year = {2009}, volume = {?}, pages = {To appear}, }

Compatible Embedding for 2D Shape Animation

William Baxter, Pascal Barla, and Ken Anjyo

To appear in IEEE Transactions Visualization and Computer Graphics, 2009.

@article { Baxter09-embedding, author = {William Baxter and Pascal Barla and Ken Anjyo} title = {Compatible Embedding for {2D} Shape Animation}, journal = {To appear in IEEE Transactions Visualization and Computer Graphics}, year = {2009}, volume = {?}, pages = {To appear}, url = {http://www.olm.co.jp/en/rd/2008/06/compatible_embedding.html}, }

Rigid Shape Interpolation Using Normal Equations

William Baxter, Pascal Barla, and Ken Anjyo

Proc. Non-Photorealistic Animation and Rendering, 2008.

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.

@inproceedings { Baxter08-rigid, author = {William Baxter and Pascal Barla and Ken Anjyo} title = {Rigid Shape Interpolation Using Normal Equations}, booktitle = {Proc. Non-Photorealistic Animation and Rendering}, year = {2008}, url = {http://www.olm.co.jp/en/rd/2008/04/rigid_shape_interpolation_usin.html}, }

Locally Controllable Stylized Shading

Hideki Todo, Ken-ichi Anjyo, William Baxter, and Takeo Igarashi

SIGGRAPH 2007.

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.

@article { Todo07-stylized, author = {Hideki Todo and Ken-ichi Anjyo and William Baxter and Takeo Igarashi} title = {Locally Controllable Stylized Shading}, journal = {SIGGRAPH 2007}, year = {2007}, url = {http://www.olm.co.jp/en/rd/2007/07/siggraph_2007_paper.html}, }

Finite volume flow simulations on arbitrary domains

Jeremy D. Wendt, William Baxter, Ipek Oguz, and Ming C. Lin

Graphical Models, 2007.

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.

@article { Wendt07, author = {Jeremy D. Wendt and William Baxter and Ipek Oguz and Ming C. Lin} title = {Finite volume flow simulations on arbitrary domains}, journal = {Graphical Models}, year = {2007}, volume = {69}, pages = {19-32}, number = {1}, doi = {http://dx.doi.org/10.1016/j.gmod.2006.05.004}, url = {http://gamma.cs.unc.edu/FVM/}, }

Latent Doodle Space

William Baxter, and Ken-ichi Anjyo

Computer Graphics Forum (Proc. Eurographics), 2006.

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.

@article { Baxter06-doodle, author = {William Baxter and {Ken-ichi} Anjyo} title = {Latent Doodle Space}, journal = {Computer Graphics Forum (Proc. Eurographics)}, year = {2006}, volume = {25}, pages = {477--485}, number = {3}, url = {http://www.olm.co.jp/en/rd/2006/09/latent_doodle_space.html}, }

Tweakable Light and Shade for Cartoon Animation

Ken-ichi Anjyo, Shuhei Wemler, and William Baxter

Proc. Symposium on Non-Photorealistic Animation and Rendering (NPAR), 2006.

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.

@inproceedings { Anjyo06, author = {Ken-ichi Anjyo and Shuhei Wemler and William Baxter} title = {Tweakable Light and Shade for Cartoon Animation}, booktitle = {Proc. Symposium on Non-Photorealistic Animation and Rendering (NPAR)}, year = {2006}, pages = {133--139}, month = {June}, url = {http://www.olm.co.jp/en/rd/2006/06/tweakable_light_and_shade_for.html}, }

Haptic Interaction with Fluid Media

William Baxter, and Ming Lin

The Proceedings of Graphics Interface '04, 2004.

@inproceedings { Baxter2004-haptic, author = {William Baxter and Ming Lin} title = {Haptic Interaction with Fluid Media}, booktitle = {The Proceedings of Graphics Interface '04}, year = {2004}, month = {May}, location = {London, Ont., Canada}, url = {http://gamma.cs.unc.edu/hapticfluid}, pdf = {http://gamma.cs.unc.edu/hapticfluid/Baxter-FluidHaptics-GI04.pdf}, }

A Versatile Interactive 3D Brush Model

William V. Baxter, and Ming C. Lin

Proc. of Pacific Graphics 2004.

@article { Baxter2004-brush, author = {William V. Baxter and Ming C. Lin} title = {A Versatile Interactive {3D} Brush Model}, journal = {Proc. of Pacific Graphics 2004}, year = {2004}, pages = {319--328}, url = {http://gamma.cs.unc.edu/brush}, }

A Viscous Paint Model for Interactive Applications

William V. Baxter, Yuanxin Liu, and Ming C. Lin

Computer Animation and Virtual Worlds (Proc. CASA), 2004.

@article { Baxter2004-viscous, author = {William V. Baxter and Yuanxin Liu and Ming C. Lin} title = {A Viscous Paint Model for Interactive Applications}, journal = {Computer Animation and Virtual Worlds (Proc. CASA)}, year = {2004}, volume = {15}, pages = {433--442}, number = {3--4}, month = {July}, url = {http://gamma.cs.unc.edu/viscous}, }

IMPaSTo: A Realistic Model for Paint

William V. Baxter, Jeremy Wendt, and Ming C. Lin

Proc. of Symposium on Non-Photorealistic Animation and Rendering (NPAR), 2004.

@inproceedings { Baxter2004b, author = {William V. Baxter and Jeremy Wendt and Ming C. Lin} title = {{IMPaSTo}: A Realistic Model for Paint}, booktitle = {Proc. of Symposium on Non-Photorealistic Animation and Rendering (NPAR)}, year = {2004}, pages = {45--56}, month = {June}, url = {http://gamma.cs.unc.edu/impasto}, }

Simulation of Cloud Dynamics on Graphics Hardware

Mark Harris, William Baxter, Thorsten Scheuermann, and Anselmo Lastra

Proc. Graphics Hardware, 2003.

@inproceedings { Harris03, author = {Mark Harris and William Baxter and Thorsten Scheuermann and Anselmo Lastra} title = {Simulation of Cloud Dynamics on Graphics Hardware}, booktitle = {Proc. Graphics Hardware}, year = {2003}, url = {http://www.markmark.net/cloudsim/}, }

GigaWalk: Interactive Walkthrough of Complex 3D Environments

Bill Baxter, Avneesh Sud, Naga Govindaraju, and Dinesh Manocha

Proc. of Eurographics Workshop on Rendering, 2002.

@article { Baxter2002, author = {Bill Baxter and Avneesh Sud and Naga Govindaraju and Dinesh Manocha} title = {{GigaWalk}: Interactive Walkthrough of Complex {3D} Environments}, journal = {Proc. of Eurographics Workshop on Rendering}, year = {2002}, pages = {203--214}, url = {http://www.cs.unc.edu/~geom/GigaWalk/}, }

dAb: Interactive Haptic Painting With 3D Virtual Brushes

William V. Baxter, Vincent Scheib, and Ming C. Lin

SIGGRAPH 2001.

@inproceedings { Baxter2001, author = {William V. Baxter and Vincent Scheib and Ming C. Lin} title = {{dAb}: Interactive Haptic Painting With {3D} Virtual Brushes}, booktitle = {{SIGGRAPH} 2001}, year = {2001}, editor = {Eugene Fiume}, pages = {461--468}, publisher = {ACM Press / ACM SIGGRAPH}, url = {http://gamma.cs.unc.edu/dab}, }

HLODs for Fast Display of Large Static and Dynamic Environments

Carl Erikson, Dinesh Manocha, and Bill Baxter

Proc. of ACM Symposium on Interactive 3D Graphics, 2001.

@article { Erikson2001, author = {Carl Erikson and Dinesh Manocha and Bill Baxter} title = {{HLODs} for Fast Display of Large Static and Dynamic Environments}, journal = {Proc. of ACM Symposium on Interactive 3D Graphics}, year = {2001}, url = {http://www.cs.unc.edu/~walk/hlod/}, }

Dissertation

Physically-based Modeling Techniques for Interactive Digital Painting (2004)

@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

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.

Bill Baxter (Send mail)