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Drawing is the starting point for many kinds of tasks, for everyone
from children making pictures to professional architects sketching
ideas. Drawing seems to be fundamentally connected to how we
represent the world visually. Most computer graphics focuses on
realistic visual simulation, but over the past few decades, line
drawing algorithms have matured, providing the ability to
automatically create reasonable line drawings from 3D geometry.
This tutorial provides a detailed guide to the mathematical theory
and computer algorithms for line drawing of 3D objects. It focuses
on the curves known as contours as they are the most important
curves for line drawing of 3D surfaces. The authors describe the
different algorithms required to compute and render these curves,
before going on to explain boundary curves and surface-surface
intersection curves. The tutorial concludes with other topics in 3D
non-photorealistic rendering including: other types of curves,
stroke rendering, and non-photorealistic shading. Line Drawings
from 3D Models: A Tutorial is a concise, yet comprehensive,
introduction to an increasingly important topic in computer
graphics. The extensive bibliography is invaluable for readers
wishing to further their own research in the area.
Most research in computer graphics and image synthesis produces
outputs for human consumption. In many cases, these algorithms
operate largely automatically; in other cases, interactive tools
allow professionals or everyday users to author or edit images,
video, textures, geometry, or animation. Online crowdsourcing
platforms have made it increasingly easy to perform evaluations of
algorithm outputs with survey questions like “which image is
better, A or B?”, leading to their proliferation in vision and
graphics research papers. Results of these studies are often used
as quantitative evidence in support of a paper’s contributions.
When conducted hastily as an afterthought, such studies can lead to
an increase of uninformative, and, potentially, misleading
conclusions. On the other hand, in these same communities, user
research is underutilized in driving project direction and
forecasting user needs and reception. Increased attention is needed
in both the design and reporting of user studies in computer vision
and graphics papers towards (1) improved replicability and (2)
improved project direction. This monograph focusses on these
aspects, and an overview of methodologies from user experience
research (UXR), human-computer interaction (HCI), and applied
perception to increase exposure to the available methodologies and
best practices are also presented. Foundational user research
methods are included, (e.g., need finding) that are presently
underutilized in computer vision and graphics research, but can
provide valuable project direction. Also, further pointers to the
literature for readers interested in exploring other UXR
methodologies are given, and broader open issues and
recommendations for the research community are described.
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