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Line Drawings from 3D Models - A Tutorial (Paperback): Pierre Benard, Aaron Hertzmann Line Drawings from 3D Models - A Tutorial (Paperback)
Pierre Benard, Aaron Hertzmann
R2,335 Discovery Miles 23 350 Ships in 10 - 15 working days

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.

Towards Better User Studies in Computer Graphics and Vision: Zoya Bylinskii, Laura Herman, Aaron Hertzmann, Stefanie Hutka,... Towards Better User Studies in Computer Graphics and Vision
Zoya Bylinskii, Laura Herman, Aaron Hertzmann, Stefanie Hutka, Yile Zhang
R1,315 Discovery Miles 13 150 Ships in 10 - 15 working days

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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