Evaluating and Improving Disparity Maps Without Ground TruthAndreea Pocol, Lesley Istead, and Craig S. KaplanConference Paper Intelligent Systems and Applications: Proceedings of the 2024 Intelligent Systems Conference (IntelliSys) Volume 1} (2024). Pages 153–177
Abstract
BibTeX
Publisher Page
Disparity maps are integral to the fields of computer vision and
computer graphics, with many applications in robotics, path planning,
computerized drawing, 3D viewing, and more. Stereo algorithms can
be used to synthesize disparity maps from stereo image pairs.
Unfortunately, most methods to assess disparity map quality rely
on a ground-truth disparity map, which is not always available.
This paper introduces a method to evaluate disparity map generation
algorithms that does not require ground truth, and is instead based
on the quality of the disparity maps themselves. This novel scoring
metric assesses each pixel in a given disparity map and then provides
an overall score for the disparity map. The score is both a visual
representation—where each color encodes an error or potential
error—and a numerical score. This novel scoring metric is used to
compare two top-ranking disparity map generators in different
scenarios. Our scoring method yields results consistent with intuition
and also uncovers, and helps in resolving, an issue with one
generator. Finally, RANSAC plane-fitting is used to automatically
inpaint unknown regions and thereby improve the usability of disparity
maps in applications such as non-photorealistic rendering, layer-based
stereo methods, and warping.
@inproceedings{pocol_istead_kaplan_2024,
author = {Pocol, Andreea and Istead, Lesley and Kaplan, Craig S.},
title = {Evaluating and {I}mproving {D}isparity {M}aps {W}ithout {G}round {T}ruth},
booktitle = {Intelligent Systems and Applications: Proceedings of the 2024 Intelligent
Systems Conference (IntelliSys) Volume 1}},
editor = {Arai, Kohei},
year = {2024},
pages = {153--177},
publisher = {Springer Nature},
doi = {10.1007/978-3-031-66329-1_12}
}
A periodic strip is a finite-width strip of tiles that repeats in
one direction with frieze symmetry. They have many potential
applications in art and design, particularly because of the ability
to construct a finite portion of a periodic strip and wrap it seamlessly
around a cylinder. I show that under very mild conditions, shapes
that tile the plane also admit periodic strips of any desired width.
This fact is true even for aperiodic tile sets. I explain why
periodic strips exist, give simple methods for constructing them,
and show examples for a variety of well known tilings.
@inproceedings{kaplan_2024b,
author = {Kaplan, Craig S.},
title = {Periodic {S}trips from {A}periodic {T}iles},
booktitle = {Proceedings of Bridges 2024: Mathematics, Art, Music, Architecture, Culture},
editor = {Verrill, Helena and Kattchee, Karl and Gould, S. Louise and Torrence, Eve},
year = {2024},
pages = {131--138},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-49-6},
issn = {1099-6702}
}
Large Islamic Rosettes in an Octagonal FrameJohn Berglund and Craig S. KaplanConference Paper Proceedings of Bridges 2024: Mathematics, Art, Music, Architecture, Culture (2024). Pages 139–146
Abstract
BibTeX Publisher Page
Many traditional Islamic geometric patterns feature a single large
rosette surrounded by a ring of eight satellite rosettes. We present
a technique for constructing patterns in this style, which scales
to rosettes larger than those executed historically. We decompose
the regions between these rosettes into different characteristic
regions called basic shapes, and show how to fill each basic shape
with polygons that are close to regular, suitable for motif
construction using the polygons-in-contact method.
@inproceedings{berglund_kaplan_2024,
author = {Berglund, John and Kaplan, Craig S.},
title = {Large {I}slamic {R}osettes in an {O}ctagonal {F}rame},
booktitle = {Proceedings of Bridges 2024: Mathematics, Art, Music, Architecture, Culture},
editor = {Verrill, Helena and Kattchee, Karl and Gould, S. Louise and Torrence, Eve},
year = {2024},
pages = {139--146},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-49-6},
issn = {1099-6702}
}
Detecting Isohedral Polyforms with a SAT SolverCraig S. KaplanConference Paper Proceedings of the 13th edition of the conference on Random Generation of Combinatorial Structures. Polyominoes and Tilings (2024). Pages 118–122
Abstract
BibTeX Preprint
Publisher Page
I show how to express the question of whether a polyform tiles the
plane isohedrally as a Boolean formula that can be tested using a
SAT solver. This approach is adaptable to a wide range of poly-forms,
requires no special-case code for different isohedral tiling
types, and integrates seamlessly with existing software for computing
Heesch numbers of polyforms.
@inproceedings{kaplan_2024c,
author = {Kaplan, Craig S.},
title = {Detecting {I}sohedral {P}olyforms with a {SAT} {S}olver},
booktitle = {Proceedings of the 13th edition of the conference on Random Generation of
Combinatorial Structures. Polyominoes and Tilings},
editor = {Brlek, Sre\v{c}ko and Ferrari, Luca},
volume = {403},
series = {Electronic Proceedings in Theoretical Computer Science},
year = {2024},
pages = {118--122},
publisher = {Open Publishing Association},
location = {Bordeaux, France},
doi = {10.4204/EPTCS.403.25}
}
We design and evaluate Mindful Scroll, a mobile application for
mindfulness that encourages a slow and deliberate approach to
colouring. The app renders an infinite scroll of generated geometric
tilings that reveal pseudo-random colour palettes and fill effects
when coloured using a finger or pen. A five-day study (N=28) evaluated
the efficacy of the app in reducing anxiety and enhancing mindfulness.
The results indicate that the app is capable of promoting a greater
sense of mindfulness over time and produced similar results across
several measures compared to traditional structured colouring and
existing mindfulness-based mobile applications. All participants
expressed a desire to use the app again, with a majority stating
they felt more mindful after the study.
@inproceedings{zassman_kaplan_vogel_2024,
author = {Zassman, Saralin and Kaplan, Craig S. and Vogel, Daniel},
title = {Mindful {S}croll: {A}n {I}nfinite {S}croll {A}bstract {C}olouring {A}pp for {M}indfulness},
booktitle = {Proceedings of the CHI Conference on Human Factors in Computing Systems},
year = {2024},
articleno = {715},
numpages = {16},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
location = {Honolulu, HI, USA},
isbn = {9798400703300},
doi = {10.1145/3613904.3642729}
}
The quest for the einstein tile—a shape never seen before in
mathematics—turned up even more discoveries than mathematicians
counted on
@article{kaplan_2024,
author = {Kaplan, Craig S.},
title = {The {M}issing {P}iece: {T}he quest for an einstein tile---a shape never seen before in
mathematics},
journal = {Scientific American},
volume = {330},
number = {1},
month = {January},
year = {2024},
pages = {58--67},
doi = {10.1038/scientificamerican0124-58}
}
The diffraction pattern from the recently reported aperiodic
`einstein', or `hat', monohedral tiling [Smith et al. (2023).
arXiv:2303.10798v1] has been analyzed. The structure is the hexagonal
mta net, a kite tiling, with aperiodic vertex deletions. A large
model's diffraction pattern displays a robust sixfold periodicity
in plane group p6. A repeating, roughly triangular motif of `diffused
intensity' arises between the strongest Bragg peaks. The motif
contains high-density regions of discrete `satellite' peaks, rather
than continuous `diffuse scattering', breaking mirror symmetry,
consistent with the chiral hat tiling.
@article{kaplan_okeeffe_treacy_2024,
author = {Kaplan, Craig S. and O'Keeffe, Michael and Treacy, Michael M.J.},
title = {Periodic diffraction from an aperiodic monohedral tiling},
journal = {Acta Crystallographica Section A},
volume = {80},
number = {1},
month = {January},
year = {2024},
pages = {72--78},
publisher = {IUCr},
doi = {10.1107/S2053273323009506},
url = {https://doi.org/10.1107/S2053273323009506}
}
The recently discovered "hat" aperiodic monotile mixes unreflected and
reflected tiles in every tiling it admits, leaving open the question
of whether a single shape can tile aperiodically using translations
and rotations alone. We show that a close relative of the hat --
the equilateral member of the continuum to which it belongs -- is
a weakly chiral aperiodic monotile: it admits only non-periodic
tilings if we forbid reflections by fiat. Furthermore, by modifying
this polygon's edges we obtain a family of shapes called Spectres
that are strictly chiral aperiodic monotiles: they admit only chiral
non-periodic tilings based on a hierarchical substitution system.
@article{smith_et_al_2024b,
author = {Smith, David and Myers, Joseph Samuel and Kaplan, Craig S. and Goodman-Strauss,
Chaim},
title = {A chiral aperiodic monotile},
journal = {Combinatorial theory},
year = {2024},
pages = {To appear}
}
A longstanding open problem asks for an aperiodic monotile, also
known as an "einstein": a shape that admits tilings of the plane,
but never periodic tilings. We answer this problem for topological
disk tiles by exhibiting a continuum of combinatorially equivalent
aperiodic polygons. We first show that a representative example,
the "hat" polykite, can form clusters called "metatiles", for which
substitution rules can be defined. Because the metatiles admit
tilings of the plane, so too does the hat. We then prove that generic
members of our continuum of polygons are aperiodic, through a new
kind of geometric incommensurability argument. Separately, we give
a combinatorial, computer-assisted proof that the hat must form
hierarchical--and hence aperiodic--tilings.
@article{smith_et_al_2024,
author = {Smith, David and Myers, Joseph Samuel and Kaplan, Craig S. and Goodman-Strauss,
Chaim},
title = {An aperiodic monotile},
journal = {Combinatorial theory},
volume = {4},
year = {2024},
numpages = {91}
}
To a person with colour vision deficiency (colour blindness), some
pairs of colours that other people can easily tell apart will be
perceived as similar or identical. In the right context, this
deficiency can be harnessed as an unusual ability. In particular,
some combinations of colours can serve as camouflage, allowing a
design to conceal information that is nearly invisible to a viewer
with normal colour vision, but comprehensible by someone with the
right form of colour vision deficiency. I explore the possibility
of using dichromatic vision as a vehicle for a subtle form of
steganography, present tools for processing digital images to achieve
this effect, and discuss the possibilities of this rather specialized
aesthetic domain.
@inproceedings{kaplan_2023,
author = {Kaplan, Craig S.},
title = {Dichromatic {S}teganography},
booktitle = {Proceedings of Bridges 2023: Mathematics, Art, Music, Architecture, Culture},
editor = {Holdener, Judy and Torrence, Eve and Fong, Chamberlain and Seaton, Katherine},
year = {2023},
pages = {173--180},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-45-9},
issn = {1099-6702}
}
A common text layout style is a "packed rectilinear layout", in
which non-overlapping word bounding boxes are packed so that their
union forms a rectangle with no holes other than word and line
spacing. Designing variations of these layouts while preserving
word emphasis is a difficult and time-consuming process. We present
a display text layout algorithm in which designers specify parameters
that control the visual emphasis of words in these layouts. The
number of possible layouts for a phrase follows the sequence of Big
Schröder numbers as our algorithm involves the recursive subdivision
of a rectangular bounding box. We conducted semi-structured interviews
with graphic design experts to better understand their design
decisions in creative typesetting. They rated the best-fitting
layouts generated by our system to be very similar to designs that
they would have created themselves.
@inproceedings{lao_et_al_2023b,
author = {Lao, Cheryl and Kaplan, Craig S. and Vogel, Daniel and Echevarria, Jose and
Asente, Paul},
title = {Generating {P}acked {R}ectilinear {D}isplay {T}ext {L}ayouts with {W}eighted {W}ord {E}mphasis},
booktitle = {Proceedings of Graphics Interface 2021},
year = {2023},
location = {Victoria, British Columbia}
}
Cooperative play, or “co-play”, is the act of playing with others
in a co-located setting, including co-location of avatars in virtual
reality (VR). Customizability is the degree to which play artifacts
like props can be changed to suit different needs, a factor of
co-play which is easier to support in VR than in the real world.
We present the results of a preliminary user study that explores
how different levels of customization affect creativity in a
two-person VR co-play setting. Using the Creativity Support Index,
system logs, and observations, we found that increasing customizability
of props used to improvise a story trended toward higher levels of
perceived creativity. Our work introduces a new topic of investigation
for social VR together with a study methodology and initial results
to motivate further investigation.
@inproceedings{lao_et_al_2023,
author = {Lao, Cheryl and Zhang, Yanting and Vogel, Daniel and Kaplan, Craig S. and
McGuire, Morgan and Zordan, Victor B.},
title = {A {P}reliminary {S}tudy of {W}orld {C}ustomizability for {V}irtual {R}eality {C}o-{P}lay},
booktitle = {Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing
Systems},
series = {CHI EA '23},
year = {2023},
articleno = {12},
numpages = {7},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
location = {Hamburg, Germany},
isbn = {9781450394222},
doi = {10.1145/3544549.3585605},
url = {https://doi-org.proxy.lib.uwaterloo.ca/10.1145/3544549.3585605}
}
A shape's Heesch number is the number of layers of copies of the
shape that can be placed around it without gaps or overlaps.
Experimentation and exhaustive searching have turned up examples
of shapes with finite Heesch numbers up to six, but nothing higher.
The computational problem of classifying simple families of shapes
by Heesch number can provide more experimental data to fuel our
understanding of this topic. I present a technique for computing
Heesch numbers of nontiling polyforms using a SAT solver, and the
results of exhaustive computation of Heesch numbers up to 19-ominoes,
17-hexes, and 24-iamonds.
@article{kaplan_2022c,
author = {Kaplan, Craig S.},
title = {Heesch numbers of unmarked polyforms},
journal = {Contributions to Discrete Mathematics},
volume = {17},
number = {2},
year = {2022},
pages = {150--171},
publisher = {University of Calgary Press},
issn = {1715-0868}
}
In this paper, we present a simple method to produce a colour palette
for film trailers. Our method uses k-means clustering with a
saturation-based weighting to extract the dominant colours from the
frames of the trailer. We use our method to generate the palettes
of 29 thousand film trailers from 1960 to 2019. We aggregate these
palettes by era, genre, and director by re-applying our clustering
method, and we note various trends in the use of colour over time
and between genres. We also show that our generated palettes reflect
changes in mood and theme across films in a series, and we demonstrate
the palettes of notable directors.
@inproceedings{istead_et_al_2022b,
author = {Istead, Lesley and Pocol, Andreea and Siu, Sherman and Chen, William and
Zdanowicz, Alex and Rowaan, Alex and Kaplan, Craig S.},
title = {The colour of horror},
booktitle = {Proceedings of the 19th ACM SIGGRAPH European Conference on Visual Media
Production},
series = {CVMP '22},
year = {2022},
articleno = {6},
numpages = {8},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
location = {London, United Kingdom},
isbn = {9781450399395},
doi = {10.1145/3565516.3565523}
}
Background Gesture drawing is a type of fluid, fast sketch with
loose and roughly drawn lines that captures the motion and feeling
of a subject. Although style transfer methods, which are able to
learn a style from an input image and apply it to a secondary image,
can reproduce many styles, they are currently unable to produce the
flowing strokes of gesture drawings. Method In this paper, we present
a method for producing gesture drawings that roughly depict objects
or scenes with loose dancing contours and frantic textures. By
following a gradient field, our method adapts stroke-based painterly
rendering algorithms to produce long curved strokes. A rough,
overdrawn appearance is created through a progressive refinement.
In addition, we produce rough hatch strokes by altering the stroke
direction. These add optional shading to gesture drawings. Results
A wealth of parameters provide users the ability to adjust the
output style, from short and rapid strokes to long and fluid strokes,
and from swirling to straight lines. Potential stylistic outputs
include pen-and-ink and colored pencil. We present several generated
gesture drawings and discuss the application of our method to video.
Conclusion Our stroke-based rendering algorithm produces convincing
gesture drawings with numerous controllable parameters, permitting
the creation of a variety of styles
@article{istead_et_al_2022,
author = {Istead, Lesley and Istead, Joe and Pocol, Andreea and Kaplan, Craig S.},
title = {A simple, stroke-based method for gesture drawing},
journal = {Virtual Reality \& Intelligent Hardware},
volume = {4},
number = {5},
year = {2022},
pages = {381--392},
publisher = {Beijing Zhongke Journal Publishing Co. Ltd.},
issn = {2096-5796},
doi = {10.1016/j.vrih.2022.08.004}
}
I present a technique for generating random self-contained compositions
in the style of zellij patterns, a type of Islamic geometric pattern
found in Morocco and southern Spain. I use a multigrid dualization
method to generate a random arrangement of polygons, and fill each
polygon with a precomputed patch of zellij tile shapes.
@inproceedings{kaplan_2022b,
author = {Kaplan, Craig S.},
title = {Generative {Z}ellij},
booktitle = {Proceedings of Bridges 2022: Mathematics, Art, Music, Architecture, Culture},
editor = {Reimann, David and Norton, Douglas and Torrence, Eve},
year = {2022},
pages = {285--288},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-42-7},
issn = {1099-6702}
}
@incollection{kaplan_2022,
author = {Kaplan, Craig S.},
title = {The tiles, they are a-changin'},
booktitle = {Space Tessellations: Experimenting with Parquet Deformations},
editor = {Van Hoeydonck, Werner and Kern, Christian and Sommeregger, Eva},
year = {2022},
pages = {109--126},
publisher = {Birkhauser},
doi = {10.1515/9783035625189}
}
In art, hatching means drawing patterns of roughly parallel lines.
Even with skill and time, an artist can find these patterns difficult
to create and edit. Our new artistic primitive—the hatching
shape—facilitates hatching for an artist drawing from imagination.
A hatching shape comprises a mask and three fields: width, spacing,
and direction. Streamline advection uses these fields to create
hatching marks. A hatching shape also contains barrier curves:
deliberate discontinuities useful for drawing complex forms. We
explain several operations on hatching shapes, such as the multi-dir
operation, an easy way to depict 3D form using a hatching shape’s
direction field. We also explain the modifications to streamline
advection necessary to produce hatching marks from a hatching shape.
@article{philbrick_kaplan_2022,
author = {Philbrick, Greg and Kaplan, Craig S.},
title = {A {P}rimitive for {M}anual {H}atching},
journal = {ACM Transactions on Graphics},
volume = {41},
number = {2},
month = {jan},
year = {2022},
articleno = {21},
numpages = {17},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
issn = {0730-0301},
doi = {10.1145/3503460}
}
Islamic geometric patterns often feature symmetric motifs like stars
or rosettes. Historical designs include motifs with up to 96 points,
but traditional construction techniques make it difficult to go
higher. We present a simple polygons-in-contact method for constructing
designs around a large central motif with any number of points. The
method surrounds a large central polygon with conformally mapped
layers of smaller tiles. The fidelity of the final design improves
as the central motif grows.
@inproceedings{berglund_kaplan_2021,
author = {Berglund, John and Kaplan, Craig S.},
title = {Beyond the {G}reat 96},
booktitle = {Proceedings of Bridges 2021: Mathematics, Art, Music, Architecture, Culture},
editor = {Swart, David and Farris, Frank and Torrence, Eve},
year = {2021},
pages = {31--38},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-39-7},
issn = {1099-6702}
}
The regular tiling by squares can be unfolded by placing hinges at
the vertices of tiles, connecting squares to their neighbours. The
hinges open continuously to reveal rhombs, which grow into squares
and then close up again. The intermediate square tiling offers an
opportunity to create an animated loop, but colouring the tiles in
that loop so that adjacent tiles never share a colour offers some
interesting mathematical challenges. I discuss how many colours are
required to permit a looping animation of unfolding squares, and
demonstrate a few such loops.
@inproceedings{kaplan_2021,
author = {Kaplan, Craig S.},
title = {Animated {M}ap {C}olourings of {H}inged {S}quares},
booktitle = {Proceedings of Bridges 2021: Mathematics, Art, Music, Architecture, Culture},
editor = {Swart, David and Farris, Frank and Torrence, Eve},
year = {2021},
pages = {23--30},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-39-7},
issn = {1099-6702}
}
Report: Geometry: education, art, and research (GEAR 2021)Craig S. KaplanJournal Article Journal of Mathematics and the Arts, Volume 15 (2021). Pages 201–206
BibTeX
Publisher Page
@article{kaplan_2021b,
author = {Kaplan, Craig S.},
title = {Report: {G}eometry: education, art, and research ({GEAR} 2021)},
journal = {Journal of Mathematics and the Arts},
volume = {15},
number = {2},
year = {2021},
pages = {201--206},
publisher = {Taylor \& Francis},
doi = {10.1080/17513472.2021.1930470}
}
We present a method to produce stylized drawings from stereoscopic
3D (S3D) images. Taking advantage of the information provided by
the disparity map, we extract object contours and determine their
visibility. The discovered contours are stylized and warped to
produce an S3D line drawing. Since the produced line drawing can
be ambiguous in shape, we add stylized shading to provide monocular
depth cues. We investigate using both consistently rendered shading
and inconsistently rendered shading in order to determine the
importance of lines and shading to depth perception.
@inproceedings{istead_et_al_2021,
author = {Istead, Lesley and Pocol, Andreea and Kaplan, Craig S. and Watt, Isaac and
Lemoing, Nick and Yang, Alicia},
title = {Generating {R}ough {S}tereoscopic 3{D} {L}ine {D}rawings from 3{D} {I}mages},
booktitle = {Proceedings of Graphics Interface 2021},
series = {GI 2021},
year = {2021},
pages = {178--185},
publisher = {Canadian Information Processing Society},
isbn = {978-0-9947868-6-9},
issn = {0713-5424},
doi = {10.20380/GI2021.20}
}
A picture frame in two dimensions is a rectangular array of symbols,
with at least two rows and columns, where the first and last rows
are identical, and the first and last columns are identical. If a
coloring of the plane lattice has no picture frames, we call it
frameless. In this note, we show how to create a simple 2-coloring
of the plane lattice that is frameless.
@article{kaplan_shallit_2021,
author = {Kaplan, Craig S. and Shallit, Jeffrey},
title = {A frameless 2-coloring of the plane lattice},
journal = {Mathematics Magazine},
volume = {94},
number = {5},
year = {2021},
pages = {353--360},
publisher = {Taylor \& Francis},
doi = {10.1080/0025570X.2021.1983340}
}
We present AnimationPak, a technique to create animated packings
by arranging animated two-dimensional elements inside a static
container. We represent animated elements in a three-dimensional
spacetime domain, and view the animated packing problem as a
three-dimensional packing in that domain. Every element is represented
as a discretized spacetime mesh. In a physical simulation, meshes
grow and repel each other, consuming the negative space in the
container. The final animation frames are cross sections of the
three-dimensional packing at a sequence of time values. The simulation
trades off between the evenness of the negative space in the
container, the temporal coherence of the animation, and the
deformations of the elements. Elements can be guided around the
container and the entire animation can be closed into a loop.
@inproceedings{saputra_kaplan_asente_2020,
author = {Saputra, Reza Adhitya and Kaplan, Craig S. and Asente, Paul},
title = {Animation{P}ak: packing elements with scripted animations},
booktitle = {Proceedings of Graphics Interface 2020},
series = {GI 2020},
year = {2020},
pages = {393--403},
publisher = {Canadian Human-Computer Communications Society / Soci\'{e}t\'{e} canadienne du dialogue
humain-machine},
location = {University of Toronto},
isbn = {978-0-9947868-5-2},
doi = {10.20380/GI2020.39}
}
Bobbin lace is a fibre art form in which threads are braided together
to form a fabric, often with a very detailed and complex design.
In traditional practice, each region of the fabric is filled with
a periodic texture. We establish the groundwork for non-periodic
lace patterns and present three new quasiperiodic families based
on Sturmian words, the Penrose tiling by thick and thin rhombs and
the Ammann-bar decoration of the Penrose tiling.
@article{irvine_biedl_kaplan_2020,
author = {Irvine, Veronika and Biedl, Therese and Kaplan, Craig S.},
title = {Quasiperiodic bobbin lace patterns},
journal = {Journal of Mathematics and the Arts},
volume = {14},
number = {3},
year = {2020},
pages = {177--198},
publisher = {Taylor \& Francis},
doi = {10.1080/17513472.2020.1752999}
}
@proceedings{diverdi_etal_2019,
title = {A{CM}/{EG} {E}xpressive {S}ymposium},
editor = {DiVerdi, Stephen and Kaplan, Craig S. and Forbes, Angus G. and Catalano, Chiara
Eva},
year = {2019},
publisher = {The Eurographics Association}
}
@article{kaplan_2019_b,
author = {Kaplan, Craig S.},
title = {Book review: {M}ath {A}rt: {T}ruth, {B}eauty, and {E}quations},
journal = {Journal of Mathematics and the Arts},
volume = {13},
number = {3},
year = {2019},
pages = {305--307},
publisher = {Taylor \& Francis},
doi = {10.1080/17513472.2019.1663715}
}
Depth-aware image vectorization and editingShufang Lu, Wei Jiang, Xuefeng Ding, Craig S. Kaplan, Xiaogang Jin, Fei Gao, and Jiazhou ChenJournal Article The Visual Computer, Volume 2019 (2019). Pages 1027–1039
Abstract
BibTeX
Publisher Page
Image vectorization is one of the primary means of creating vector graphics. The quality of a vectorized image depends crucially on extracting accurate features from input raster images. However, correct object edges can be difficult to detect when color gradients are weak. We present an image vectorization technique that operates on a color image augmented with a depth map and uses both color and depth edges to define vectorized paths. We output a vectorized result as a diffusion curve image. The information extracted from the depth map allows us more flexibility in the manipulation of the diffusion curves, in particular permitting high-level object segmentation. Our experimental results demonstrate that this method achieves high reconstruction quality and provides greater control in the organization and editing of vectorized images than existing work based on diffusion curves.
@article{lu_etal_2019,
author = {Lu, Shufang and Jiang, Wei and Ding, Xuefeng and Kaplan, Craig S. and Jin,
Xiaogang and Gao, Fei and Chen, Jiazhou},
title = {Depth-aware image vectorization and editing},
journal = {The Visual Computer},
volume = {2019},
number = {6},
year = {2019},
pages = {1027--1039},
publisher = {Springer Nature},
doi = {10.1007/s00371-019-01671-0}
}
We present a method to fill a container shape with deformable
instances of geometric elements selected from a library, creating
a 2D artistic composition called an element packing. Each element
is represented as a mass-spring system, allowing it to deform to
achieve a better fit with its neighbours and the container. We start
with an initial placement of small elements and gradually transform
them using a physics simulation that trades off between the evenness
of the packing and the deformations of the individual elements.
Unlike previous work, elements can be given preferred orientations,
and we can use shape matching to control the initial placement of
elements in tight convex corners. We also explore the creation of
tileable packings, and validate our approach using statistical
measurements of the distributions of positive and negative space
in packings. Our method produces compositions in which the negative
space between elements is approximately uniform in width, similar
to real-world examples created by artists.
@article{saputra_kaplan_asente_2019,
author = {Saputra, Reza Adhitya and Kaplan, Craig S. and Asente, Paul},
title = {Improved deformation-driven element packing with {R}epulsion{P}ak},
journal = {IEEE Transactions on Visualization and Computer Graphics},
year = {2019},
doi = {10.1109/TVCG.2019.2950235}
}
We define hatching-a drawing technique-as rigorously as possible.
A pure mathematical formulation or even a binary this-or-that
definition is unreachable, but useful insights come from driving
as close as we can. First we explain hatching's purposes. Then we
define hatching as the use of patches: groups of roughly parallel
curves that form flexible, simple patterns. After elaborating on
this definition's parts, we briefly treat considerations for research
in expressive rendering.
@inproceedings{philbrick_kaplan_2019,
author = {Philbrick, Greg and Kaplan, Craig S.},
title = {Defining hatching in art},
booktitle = {ACM/EG Expressive Symposium},
editor = {Kaplan, Craig S. and Forbes, Angus and DiVerdi, Stephen},
year = {2019},
publisher = {The Eurographics Association},
isbn = {978-3-03868-078-9},
doi = {10.2312/exp.20191082}
}
Inspired by abstract mathematical animated loops like those created
by David Whyte (@beesandbombs), I explore animations based on
isohedral tilings. I present a complete interactive tool for designing
tiling animations, and show a few results that I have obtained using
this tool.
@inproceedings{kaplan_2019,
author = {Kaplan, Craig S.},
title = {Animated isohedral tilings},
booktitle = {Proceedings of Bridges 2019: Mathematics, Art, Music, Architecture, Education,
Culture},
editor = {Goldstine, Susan and McKenna, Douglas and Fenyvesi, Krist\'{o}f},
year = {2019},
pages = {99--106},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-30-4},
issn = {1099-6702}
}
An ultra-stable gold-coordinated protein cage displaying reversible assemblyAli D. Malay, Naoyuki Miyazaki, Artur Biela, Soumyananda Chakraborti, Karolina Majsterkiewicz, Izabela Stupka, Craig S. Kaplan, Agnieszka Kowalczyk, Bernard M. A. G. Piette, Georg K. A. Hochberg, Di Wu, Tomasz P. Wrobel, Adam Fineberg, Manish S. Kushwah, Mitja Kelemen, Primož Vavpetič, Primož Pelicon, Philipp Kukura, Justin L. P. Benesch, Kenji Iwasaki, and Jonathan G. HeddleJournal Article Nature, Volume 569 (2019). Pages 438–442
Abstract
BibTeX Preprint
Publisher Page
Symmetrical protein cages have evolved to fulfil diverse roles in
nature, including compartmentalization and cargo delivery1, and
have inspired synthetic biologists to create novel protein assemblies
via the precise manipulation of protein–protein interfaces. Despite
the impressive array of protein cages produced in the laboratory,
the design of inducible assemblies remains challenging2,3. Here we
demonstrate an ultra-stable artificial protein cage, the assembly
and disassembly of which can be controlled by metal coordination
at the protein–protein interfaces. The addition of a gold
(i)-triphenylphosphine compound to a cysteine-substituted, 11-mer
protein ring triggers supramolecular self-assembly, which generates
monodisperse cage structures with masses greater than 2 MDa. The
geometry of these structures is based on the Archimedean snub cube
and is, to our knowledge, unprecedented. Cryo-electron microscopy
confirms that the assemblies are held together by 120 S–Aui–S staples
between the protein oligomers, and exist in two chiral forms. The
cage shows extreme chemical and thermal stability, yet it readily
disassembles upon exposure to reducing agents. As well as gold,
mercury(ii) is also found to enable formation of the protein cage.
This work establishes an approach for linking protein components
into robust, higher-order structures, and expands the design space
available for supramolecular assemblies to include previously
unexplored geometries.
@article{malay_etal_2019,
author = {Malay, Ali D. and Miyazaki, Naoyuki and Biela, Artur and Chakraborti,
Soumyananda and Majsterkiewicz, Karolina and Stupka, Izabela and Kaplan, Craig
S. and Kowalczyk, Agnieszka and Piette, Bernard M. A. G. and Hochberg, Georg K.
A. and Wu, Di and Wrobel, Tomasz P. and Fineberg, Adam and Kushwah, Manish S.
and Kelemen, Mitja and Vavpeti\v{c}, Primo\v{z} and Pelicon, Primo\v{z} and Kukura, Philipp
and Benesch, Justin L. P. and Iwasaki, Kenji and Heddle, Jonathan G.},
title = {An ultra-stable gold-coordinated protein cage displaying reversible assembly},
journal = {Nature},
volume = {569},
year = {2019},
pages = {438--442},
publisher = {Springer Nature},
doi = {10.1038/s41586-019-1185-4}
}
We present a method to fill a container shape with deformable
instances of geometric elements selected from a library, creating
a 2D artistic composition called an element packing. Each element
is represented as a mass-spring system, allowing them to deform to
achieve a better fit with their neighbours and the container. We
start with an initial random placement of small elements and gradually
transform them using repulsion forces that trade off between the
evenness of the packing and the deformations of the individual
elements. Our method produces compositions in which the negative
space between elements is approximately uniform in width, similar
to real-world examples created by artists. We validate our approach
by performing a quantitative study using spatial statistics.
@inproceedings{saputra_kaplan_asente_2018,
author = {Saputra, Reza Adhitya and Kaplan, Craig S. and Asente, Paul},
title = {Repulsion{P}ak: deformation-driven element packing with repulsion forces},
booktitle = {Proceedings of the 44th Graphics Interface Conference},
series = {GI '18},
year = {2018},
pages = {10--17},
numpages = {8},
publisher = {Canadian Human-Computer Communications Society / Soci\'{e}t\'{e} canadienne du dialogue
humain-machine},
location = {Toronto, Ontario, Canada},
isbn = {978-0-9947868-3-8},
doi = {10.20380/GI2018.03}
}
@article{kaplan_2017_b,
author = {Kaplan, Craig S.},
title = {Book review: {V}isualizing {M}athematics with 3{D} {P}rinting},
journal = {The College Mathematics Journal},
volume = {48},
number = {1},
year = {2017},
pages = {69--72},
publisher = {Taylor \& Francis},
doi = {10.4169/college.math.j.48.1.69}
}
Islamic Geometric Patterns: Their Historical Development and Traditional Methods of ConstructionJay BonnerBook Chapter Springer-Verlag New York (2017). Pages 549–573
BibTeX
Publisher Page
@inbook{bonner_2017,
author = {Bonner, Jay},
title = {Islamic {G}eometric {P}atterns: {T}heir {H}istorical {D}evelopment and {T}raditional {M}ethods
of {C}onstruction},
year = {2017},
chapter = {4},
pages = {549--573},
publisher = {Springer-Verlag New York},
isbn = {978-1-4419-0216-0},
note = {Concluding chapter contributed to book by Jay Bonner},
doi = {10.1007/978-1-4419-0217-7}
}
Most mathematical marbling simulations generate patterns for texture
mapping and surface decoration. We explore the application of
three-dimensional deformations inspired by mathematical marbling
as a suite of tools to enable creative shape design. Our tools are
expressed as analytical functions of space and are volume-preserving
vector fields, meaning that the modelling process preserves volumes
and avoids self-intersections. Complicated deformations are easily
combined to create complex objects from simple ones. To achieve
smooth and high-quality shapes, we also present a mesh refinement
and simplification algorithm adapted to our deformations. We show
a number of examples of shapes created with our technique in order
to demonstrate its power and expressiveness.
@article{lu_etal_2017,
author = {Lu, Shufang and Huang, Yue and Jin, Xiaogang and Jaffer, Aubrey and Kaplan,
Craig S. and Mao, Xiaoyang},
title = {Marbling-based creative modelling},
journal = {The Visual Computer},
volume = {33},
number = {6-8},
year = {2017},
pages = {913--923},
doi = {10.1007/s00371-017-1396-3},
url = {https://doi.org/10.1007/s00371-017-1396-3}
}
Rinus Roelofs has exhibited numerous planar and polyhedral sculptures
made up of two layers that weave over and under each other to form
a single connected surface. I present a technique for creating
sculptures in this style that are inspired by the geometric structure
of Islamic star patterns. I first present a general approach for
constructing interwoven two- layer sculptures, and then specialize
it to Islamic patterns in the plane and on polyhedra. Finally, I
describe a projection operation that bulges the elements of these
designs into undulating dome shapes.
@inproceedings{kaplan_2017,
author = {Kaplan, Craig S.},
title = {Interwoven {I}slamic geometric patterns},
booktitle = {Proceedings of Bridges 2017: Mathematics, Art, Music, Architecture, Education,
Culture},
editor = {David Swart, Carlo H. S\'{e}quin, and Krist\'{o}f Fenyvesi},
year = {2017},
pages = {71--78},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-22-9},
issn = {1099-6702}
}
We present a technique for drawing ornamental designs consisting
of placed instances of simple shapes. These shapes, which we call
elements, are selected from a small library of templates. The
elements are deformed to flow along a direction field interpolated
from user-supplied strokes, giving a sense of visual flow to the
final composition, and constrained to lie within a container region.
Our implementation computes a vector field based on user strokes,
constructs streamlines that conform to the vector field, and places
an element over each streamline. An iterative refinement process
then shifts and stretches the elements to improve the composition.
@inproceedings{saputra_etal_2017,
author = {Saputra, Reza Adhitya and Kaplan, Craig S. and Asente, Paul and M\v{e}ch, Radom\'{\i}r},
title = {F{LOWPAK}: flow-based ornamental element packing},
booktitle = {Proceedings of the 43rd Graphics Interface Conference},
series = {GI '17},
year = {2017},
pages = {8--15},
numpages = {8},
publisher = {Canadian Human-Computer Communications Society},
location = {Edmonton, Alberta, Canada},
isbn = {978-0-9947868-2-1},
doi = {10.20380/GI2017.02},
url = {https://doi.org/10.20380/GI2017.02}
}
In this paper, we consider orthogonal closed paths that dwell on
the edges of square grids. A certain subset of these paths are
called “poppies.” We derive a formula for the number of asymmetrical
poppies on an n by n grid, and we explore the aesthetics of the
poppies.
@inproceedings{kattchee_kaplan_2016,
author = {Kattchee, Karl and Kaplan, Craig S.},
title = {Combinatorial poppies},
booktitle = {Proceedings of Bridges 2016: Mathematics, Music, Art, Architecture, Education,
Culture},
editor = {Eve Torrence and Bruce Torrence and Carlo S\'{e}quin and Douglas McKenna and Krist\'{o}f
Fenyvesi and Reza Sarhangi},
year = {2016},
pages = {111--118},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-19-9},
issn = {1099-6702}
}
When points are distributed evenly on a hypocycloid path and animated
along that path, they can be seen as clustering together into
“wheels”, groups of points that lie at the vertices of regular
polygons and that rotate in synchrony. In some cases the points can
group into two different sets of wheels, rotating in opposite
directions. I derive formulas that predict the number of such wheels
and the number of points on each one. The resulting animations are
visually compelling and reminiscent of the motion of balls or clubs
in multi-person juggling patterns
@inproceedings{kaplan_2016,
author = {Kaplan, Craig S.},
title = {Hypocycloid juggling patterns},
booktitle = {Proceedings of Bridges 2016: Mathematics, Music, Art, Architecture, Education,
Culture},
editor = {Eve Torrence and Bruce Torrence and Carlo S\'{e}quin and Douglas McKenna and Krist\'{o}f
Fenyvesi and Reza Sarhangi},
year = {2016},
pages = {71--78},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-19-9},
issn = {1099-6702}
}
@proceedings{delp_etal_2015,
title = {Proceedings of {B}ridges 2015: {M}athematics, {M}usic, {A}rt, {A}rchitecture, {C}ulture},
editor = {Delp, Kelly and Kaplan, Craig S. and McKenna, Douglas and Sarhangi, Reza},
year = {2015},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-15-1},
issn = {1099-6702}
}
We introduce Modular Origami Halftoning, a set of techniques for
representing continuous-tone greyscale images using a fixed set of
origami modules folded from two-coloured paper. By arranging the
modules to reveal different amounts of the paper's coloured side,
each module can approximate the brightness of a single pixel from
an image. We present two variations based on affixing a grid of
disconnected modules to a backing, and one variation in which the
modules interlock into a carpet, requiring no tape or glue.
@inproceedings{xiao_etal_2015,
author = {Xiao, Zhifu and Bosch, Robert and Kaplan, Craig S. and Lang, Robert J.},
title = {Modular origami halftoning: theme and variations},
booktitle = {Proceedings of Bridges 2015: Mathematics, Music, Art, Architecture, Culture},
editor = {Kelly Delp, Kaplan, Craig S., Douglas McKenna and Reza Sarhangi},
year = {2015},
pages = {61--68},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-15-1},
issn = {1099-6702}
}
The assembly of the chiral pentagonal-star-shaped
1,3,5,7,9-pentaphenylcorannulene on a Cu(111) surface has been
studied with scanning tunneling microscopy. Two different long-range
ordered phases coexist at 60 K, most likely racemic and homochiral
phases. The principal motifs emulate a network of meshed gears. One
of the observed structures resembles the densest packing of five-fold
symmetric stars.
@article{stockl_etal_2014,
author = {St\"{o}ckl, Quirin and Bandera, Davide and Kaplan, Craig S. and Ernst, Karl-Heinz
and Siegel, Jay S.},
title = {Gear-meshed tiling of surfaces with molecular pentagonal stars},
journal = {Journal of the Americal Chemical Society},
volume = {136},
number = {2},
year = {2014},
pages = {606--609},
doi = {10.1021/ja411279r}
}
A reconfigurable maze is a small set of modular components, called
tiles, that can be assembled into a variety of distinct mazes.
Although the idea of a reconfigurable maze is simple enough to
articulate, there are some difficult mathematical challenges to
overcome in order to make them a reality. I introduce the concept
of a reconfigurable maze, and work through the design of a first
prototype based on a 2 x 2 grid of square tiles. The prototype is
a partial solution to the original problem, leaving open many
opportunities for future innovation.
@inproceedings{kaplan_2014_b,
author = {Kaplan, Craig S.},
title = {The design of a reconfigurable maze},
booktitle = {Proceedings of Bridges 2014: Mathematics, Music, Art, Architecture, Culture},
editor = {Gary Greenfield, George Hart and Reza Sarhangi},
year = {2014},
pages = {167--174},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-1-938664-11-3},
issn = {1099-6702}
}
We describe the conception and construction of E Pluribus
Unum, a large-scale artwork that combines text and geometry to
depict over a million names of global organizations dedicated to
social and environmental causes. The names are rendered in small
type along lines arranged symmetrically in a disc. We examine the
aesthetic choices involved in designing the artwork, and the technical
challenges we faced in laying out and rendering a monumental amount
of text.
@inproceedings{kaplan_jordan_2014,
author = {Kaplan, Craig S. and Jordan, Chris},
title = {The monumental geometry of {E} {P}luribus {U}num},
booktitle = {Proceedings of the Workshop on Computational Aesthetics},
series = {CAe '14},
year = {2014},
pages = {97--102},
numpages = {6},
publisher = {ACM},
address = {New York, NY, USA},
location = {Vancouver, British Columbia, Canada},
isbn = {978-1-4503-3019-0},
doi = {10.1145/2630099.2630106}
}
We present a method for stylizing stereoscopic 3D images that
guarantees consistency between the left and right views. Our method
decomposes the left and right views of an input image into discretized
disparity layers and merges the corresponding layers from the left
and right views into a single layer where stylization takes place.
We then construct new stylized left and right views by compositing
portions of the stylized layers. Because the new left and right
views come from the same stylized source layers, our method eliminates
common stylization artifacts that cause viewer discomfort. We also
present a stereoscopic 3D painterly rendering algorithm tailored
to our layer-based approach. This method uses disparity information
to assist in stroke creation so that strokes follow surface geometry
without ignoring painted surface patterns. Finally, we conduct a
user study that demonstrates that our approach to stereoscopic 3D
image stylization leads to images that are more comfortable to view
than those created using other techniques.
@article{northam_asente_kaplan_2013,
author = {Northam, Lesley and Asente, Paul and Kaplan, Craig S.},
title = {Stereoscopic 3{D} image stylization},
journal = {Computers \& Graphics},
volume = {37},
number = {5},
month = {August},
year = {2013},
pages = {389--402},
publisher = {Elsevier},
doi = {10.1016/j.cag.2012.11.005}
}
Inspired by the results of recent studies on the perception of
geometric textures, we present a patch-based geometric synthesis
algorithm that mimics observed synthesis strategies. Our synthesis
process first constructs an overlapping grid of copies of the
exemplar, and then culls individual motifs based on overlaps and
the enforcement of minimum distances.
@inproceedings{almeraj_kaplan_asente_2013_b,
author = {AlMeraj, Zainab and Kaplan, Craig S. and Asente, Paul},
title = {Patch-based geometric texture synthesis},
booktitle = {Proceedings of the Workshop on Computational Aesthetics},
series = {CAe '13},
year = {2013},
pages = {15--19},
publisher = {ACM Press},
location = {Anaheim, California},
doi = {10.1145/2487276.2487278}
}
In recent years, an increasing number of example-based Geometric
Texture Synthesis (GTS) algorithms have been proposed. However,
there have been few attempts to evaluate these algorithms rigorously.
We are driven by this lack of validation and the simplicity of the
GTS problem to look closer at perceptual similarity between geometric
arrangements. Using samples from a geological database, our research
first establishes a dataset of geometric arrangements gathered from
multiple synthesis sources. We then employ the dataset in two
evaluation studies. Collectively these empirical methods provide
formal foundations for perceptual studies in GTS, insight into the
robustness of GTS algorithms and a better understanding of similarity
in the context of geometric texture arrangements.
@inproceedings{almeraj_kaplan_asente_2013,
author = {AlMeraj, Zainab and Kaplan, Craig S. and Asente, Paul},
title = {Towards effective evaluation of geometric texture synthesis algorithms},
booktitle = {Proceedings of the Symposium on Non-Photorealistic Animation and Rendering},
series = {NPAR '13},
year = {2013},
pages = {5--14},
publisher = {ACM Press},
location = {Anaheim, California},
doi = {10.1145/2486042.2486043}
}
Pixel artists rasterize vector shapes by hand to minimize artifacts
at low resolutions and emphasize the aesthetics of visible pixels.
We describe Superpixelator, an algorithm that automates this process
by rasterizing vector line art at a low resolution pixel art style.
Our technique successfully eliminates most rasterization artifacts
and draws smoother curves. To draw shapes more effectively, we use
optimization techniques to preserve shape properties such as symmetry,
aspect ratio, and sharp angles. Our algorithm also supports "manual
antialiasing," the style of antialiasing used in pixel art.
Professional pixel artists report that Superpixelator's results are
as good, or better, than hand-rasterized drawings by artists.
@inproceedings{inglis_vogel_kaplan_2013,
author = {Inglis, Tiffany C. and Vogel, Daniel and Kaplan, Craig S.},
title = {Rasterizing and antialiasing vector line art in the pixel art style},
booktitle = {Proceedings of the Symposium on Non-Photorealistic Animation and Rendering},
series = {NPAR '13},
year = {2013},
pages = {25--32},
publisher = {ACM Press},
location = {Anaheim, California},
doi = {10.1145/2486042.2486044}
}
I explore a space of geometric, decorative corner designs based on
paths through a square grid. I discuss the problems of enumerating
corners of a given size efficiently, and exploring them interactively
in software. I then impose a higher-level connectivity constraint
on corners and discuss the effect of this constraint on the
mathematical and aesthetic properties of corner designs.
@inproceedings{kaplan_2013,
author = {Kaplan, Craig S.},
title = {Grid-based decorative corners},
booktitle = {Proceedings of Bridges 2013: Mathematics, Music, Art, Architecture, Culture},
editor = {George Hart and Reza Sarhangi},
year = {2013},
pages = {317--324},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
location = {Enschede, Netherlands}
}
We describe a tiling approach to animating line-based Op Art. The
tiling must be seamless along the tile edges, and we seek to minimize
the number of bidirectional tiles because they interfere with the
Op Art illusion. We introduce several algorithms for creating these
tilings, and demonstrate that an optimal tiling can be found in
polynomial time. Examples of animated Op Art can be found on our
website
https://sites.google.com/site/tiffanycinglis/research/animating-line-based-op-art
.
@inproceedings{inglis_kaplan_2013,
author = {Inglis, Tiffany C. and Kaplan, Craig S.},
title = {Animating line-based {O}p {A}rt},
booktitle = {Proceedings of Bridges 2013: Mathematics, Music, Art, Architecture, Culture},
editor = {George Hart and Reza Sarhangi},
year = {2013},
pages = {159--166},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
location = {Enschede, Netherlands}
}
Hand made and computer generated drawings usually place marks with
regard only for the role they play in communicating the overall
content of the drawing. However, novel drawing styles emerge when
extra constraints are applied to force the marks themselves to
behave in an eye-catching way. I explore three drawing styles based
on complex geometric relationships between paths: continuous line
drawing with a closed loop, drawings from tree structures, and mazes
that depict images.
@incollection{kaplan_2012,
author = {Kaplan, Craig S.},
title = {Depiction using geometric constraints},
booktitle = {Image and Video-Based Artistic Stylization},
editor = {Paul Rosin and John Collomosse},
volume = {42},
year = {2012},
pages = {167--187},
publisher = {Springer London},
doi = {10.1007/978-1-4471-4519-6_9}
}
A common technique in Op Art is the use of densely packed line
segments to depict simple shapes such as circles and squares. Some
artists have attempted to create more complex images using this
technique but are faced with the difficulty of avoiding undesirable
artifacts such as line breaks and T-junctions within their artworks.
We introduce an algorithm that takes an arbitrary image and
automatically generates the corresponding Op Art composition in
this style. For 2-colour images, the algorithm produces artworks
without any unwanted artifacts; for images with more colours, the
basic algorithm cannot guarantee the removal of all artifacts, but
we use a global optimisation technique to minimise their number.
We also examine the use of curves in creating the illusion of 3D
forms and present a corresponding algorithm based on a physical
simulation of heat flow. The algorithms for generating Op Art with
straight lines and with curves can be combined to create an interesting
new style of art. The results have applications in graphic design,
puzzle creation and non-photorealistic rendering.
@article{inglis_inglis_kaplan_2012,
author = {Inglis, Tiffany C. and Inglis, Stephen and Kaplan, Craig S.},
title = {Op {A}rt rendering with lines and curves},
journal = {Computers \& Graphics},
volume = {36},
number = {6},
month = {October},
year = {2012},
pages = {607--621},
issn = {0097-8493},
note = {An earlier version of this article appeared as a conference paper in the
proceedings of Computational Aesthetics 2011. A poster on the work was
presented at SIGGRAPH and the Grace Hopper Celebration in 2011, and was
subsequently a finalist in the ACM Student Research Competition.},
doi = {10.1016/j.cag.2012.03.003},
url = {http://www.sciencedirect.com/science/article/pii/S0097849312000428}
}
Inspired by Gothic-influenced architectural styles, we analyze some
of the circle patterns found in rose windows and semi-circular
arches. We introduce a recursive circular ring structure that can
be represented using a set-like notation, and determine which
structures satisfy a set of tangency requirements. To fill in the
gaps between tangent circles, we add Appollonian circles to each
triplet of pairwise tangent circles. These ring structures provide
the underlying structure for many designs, including rose windows,
Celtic knots and spirals, and Islamic star patterns.
@inproceedings{inglis_kaplan_2012_b,
author = {Inglis, Tiffany C. and Kaplan, Craig S.},
title = {Circle patterns in {G}othic architecture},
booktitle = {Proceedings of Bridges 2012: Mathematics, Music, Art, Architecture, Culture},
editor = {Robert Bosch and Douglas McKenna and Reza Sarhangi},
year = {2012},
pages = {133--140},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
location = {Towson, Maryland},
isbn = {978-1-938664-00-7},
issn = {1099-6702}
}
Inspired by Gothic-influenced architectural styles, we analyze some
of the circle patterns found in rose windows and semi-circular
arches. We introduce a recursive circular ring structure that can
be represented using a set-like notation, and determine which
structures satisfy a set of tangency requirements. To fill in the
gaps between tangent circles, we add Appollonian circles to each
triplet of pairwise tangent circles. These ring structures provide
the underlying structure for many designs, including rose windows,
Celtic knots and spirals, and Islamic star patterns.
@inproceedings{inglis_kaplan_2012,
author = {Inglis, Tiffany C. and Kaplan, Craig S.},
title = {Pixelating vector line art},
booktitle = {Proceedings of the Symposium on Non-Photorealistic Animation and Rendering},
series = {NPAR '12},
year = {2012},
pages = {21--28},
numpages = {8},
publisher = {Eurographics Association},
address = {Aire-la-Ville, Switzerland, Switzerland},
location = {Annecy, France},
isbn = {978-3-905673-90-6},
doi = {10.2312/PE/NPAR/NPAR12/021-028},
url = {http://dl.acm.org/citation.cfm?id=2330147.2330153}
}
We present a method for stylizing stereoscopic 3D images that
guarantees consistency between the left and right views. Our method
decomposes the left and right views of an input image into discretized
disparity layers and merges the corresponding layers from the left
and right views into a single layer where stylization takes place.
We then construct new stylized left and right views by compositing
portions of the stylized layers. Because the left and right views
come from the same source layers, our method eliminates common
artifacts that cause viewer discomfort. We also present a stereoscopic
3D painterly rendering algorithm tailored to our layer-based approach.
This method uses disparity information to assist in stroke creation
so that strokes follow surface geometry without ignoring painted
surface patterns. Finally, we conduct a user study that demonstrates
that our approach to stereoscopic 3D image stylization leads to
images that are more comfortable to view than those created using
other techniques.
@inproceedings{northam_asente_kaplan_2012,
author = {Northam, Lesley and Asente, Paul and Kaplan, Craig S.},
title = {Consistent stylization and painterly rendering of stereoscopic 3{D} images},
booktitle = {Proceedings of the Symposium on Non-Photorealistic Animation and Rendering},
series = {NPAR '12},
year = {2012},
pages = {47--56},
numpages = {10},
publisher = {Eurographics Association},
address = {Aire-la-Ville, Switzerland, Switzerland},
location = {Annecy, France},
isbn = {978-3-905673-90-6},
doi = {10.2312/PE/NPAR/NPAR12/047-056},
url = {http://dl.acm.org/citation.cfm?id=2330147.2330158}
}
I present a technique for constructing self-similar curves from
smooth base curves. The technique is similar to that used in Iterated
Function Systems like the Koch curve, except that it does not require
a piecewise linear path in order to induce a set of similarities.
I explain the mathematical machinery behind the technique, describe
a practical numerical approximation that can be implemented in
software, and show some results.
@inproceedings{kaplan_2011,
author = {Kaplan, Craig S.},
title = {Smooth self-similar curves},
booktitle = {Proceedings of Bridges 2011: Mathematics, Music, Art, Architecture, Culture},
editor = {Reza Sarhangi and Carlo H. S\'{e}quin},
year = {2011},
pages = {209--216},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-0-9846042-6-5},
issn = {1099-6702}
}
Sudoku, the popular logic puzzle, would have a greater artistic
appeal if the final completed puzzle could be transformed into an
image similar to nonogram outputs. To do this, we solve a mixed-integer
nonlinear programming problem (MINLP) to find the Sudoku configuration
that most closely represents a target image via an integer-colour
mapping. This alone produces inadequate results, so we relax the
problem by adding transparent regions to the target image and
removing certain MINLP constraints. To produce puzzles that are
feasible and interesting to players, additional components are added
to avoid tedious recounting and unnecessary colouring.
@inproceedings{inglis_kaplan_2011_b,
author = {Inglis, Tiffany C. and Kaplan, Craig S.},
title = {Sudoku art},
booktitle = {Proceedings of Bridges 2011: Mathematics, Music, Art, Architecture, Culture},
editor = {Reza Sarhangi and Carlo H. S\'{e}quin},
year = {2011},
pages = {187--194},
publisher = {Tessellations Publishing},
address = {Phoenix, Arizona},
isbn = {978-0-9846042-6-5},
issn = {1099-6702}
}
Generating Op Art linesTiffany C. Inglis and Craig S. KaplanConference Paper International Symposium on Computational Aesthetics in Graphics, Visualization, and Imaging (2011). Pages 25–32
Abstract
BibTeX
Publisher Page
A common technique in Op Art is the use of parallel lines to depict
simple shapes such as circles and squares. Some artists have attempted
to create more complex images using this technique but faced the
problem of producing undesirable artifacts such as line breaks and
T-junctions within their artworks. To this end, we developed a novel
algorithm that takes an arbitrary image and automatically generates
the corresponding Op Art composition of this style. For 2-colour
images, the algorithm produces artworks without any unwanted
artifacts; for images with more colours, the basic algorithm cannot
guarantee the removal of all artifacts, but we use a global
optimization technique to minimize the number of artifacts. The
results have applications in graphics design, data visualization,
puzzle creation and line drawings.
@inproceedings{inglis_kaplan_2011,
author = {Inglis, Tiffany C. and Kaplan, Craig S.},
title = {Generating {O}p {A}rt lines},
booktitle = {International Symposium on Computational Aesthetics in Graphics, Visualization,
and Imaging},
year = {2011},
pages = {25--32},
doi = {10.1145/2030441.2030446}
}
Two-dimensional geometric texture synthesis is the geometric analogue
of raster-based texture synthesis. An absence of conventional
evaluation procedures in recent synthesis attempts demands an inquiry
into the visual significance of synthesized results. In this paper,
we report on two psychophysical experiments that explore how people
understand notions of similarity in geometric textures. We present
perceptual metrics and human texture generation features that are
crucial for future researchers when developing and assessing the
success of their algorithms.
@inproceedings{almeraj_etal_2011,
author = {AlMeraj, Zainab and Kaplan, Craig S. and Asente, Paul and Lank, Edward},
title = {Towards ground truth in geometric textures},
booktitle = {Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic
Animation and Rendering},
series = {NPAR '11},
year = {2011},
pages = {17--26},
publisher = {ACM Press},
address = {New York},
doi = {10.1145/2024676.2024679}
}
This paper discusses on-set previsualization with distributed motion
capture, virtual camera and asset control, and real-time rendering
using a video game engine. Our test harness, RTFX, demonstrates the
feasibility and usefulness of a system that couples Epic Games’
UnrealEngine3 with the Houdini 3D animation kit by Side Effects
Software and a passive motion capture system by Vicon.
@inproceedings{northam_istead_kaplan_2011,
author = {Northam, Lesley and Istead, Joe and Kaplan, Craig S.},
title = {R{TFX}: on-set previs with {U}nreal{E}ngine3},
booktitle = {Proceedings of the 10th International Conference on Entertainment Computing
(ICEC 2011)},
year = {2011},
note = {4 pages},
doi = {10.1007/978-3-642-24500-8_59}
}
This article explores applications of optimization algorithms to
the computer‐based synthesis of art. The presentation covers
title‐based methods, freeform arrangement of elements, and line
art.
@incollection{kaplan_bosch_2010,
author = {Kaplan, Craig S. and Bosch, Robert},
title = {Operations research in the visual arts},
booktitle = {Wiley Encyclopedia of Operations Research and Management Science},
year = {2010},
publisher = {John Wiley \& Sons, Inc.},
note = {15 pages},
doi = {10.1002/9780470400531.eorms0691}
}
In the arts and sciences, as well as in our daily lives, symmetry
has made a profound and lasting impact. Likewise, a computational
treatment of symmetry and group theory (the ultimate mathematical
formalization of symmetry) has the potential to play an important
role in computational sciences. Though the term computational
symmetry was formally defined a decade ago by the first author,
referring to algorithmic treatment of symmetries, seeking symmetry
from digital data has been attempted for over four decades.
Computational symmetry
on real world data turns out to be challenging
enough that, after decades of effort, a fully automated symmetry–savvy
system remains elusive for real world applications. The recent
resurging interests in computational symmetry for computer vision
and computer graphics applications have shown promising results.
Recognizing the fundamental relevance and
potential power that computational symmetry affords, we offer this
survey to the computer vision and computer graphics communities.
This survey provides a succinct summary of the relevant mathematical theory, a historic perspective of some important symmetry-related
ideas, a partial yet timely report on the state of the arts symmetry
detection algorithms along with its first quantitative benchmark, a
diverse set of real world applications, suggestions for future directions
and a comprehensive reference list.
@article{liu_etal_2010,
author = {Liu, Yanxi and Hel-Or, Hagit and Kaplan, Craig S. and Van Gool, Luc},
title = {Computational symmetry in computer vision and computer graphics},
journal = {Foundations and Trends in Computer Graphics and Vision},
volume = {5},
number = {1--2},
month = {June},
year = {2010},
pages = {1--195},
publisher = {Now Publishers},
doi = {10.1561/0600000008}
}
Planned programming problem gotchas as lessons in requirements engineeringDaniel Berry and Craig S. KaplanConference Paper Proceedings of the 5th International Workshop on Requirements Engineering Education and Training (REET 2010) (2010). Pages 20–25
Abstract
BibTeX
Publisher Page
The term “gotcha” is used to describe an unforeseen exception or
complexity in a programming assignment given to students. All too
often, the students' discovering gotchas in a programming assignment
embarrasses the instructor into revising the assignment. This paper
argues that students' discovery of gotchas should be encouraged to
promote experiential learning of the value and necessity of
requirements engineering. Rather than viewing the discovery experience
as a misfortune, an instructor should welcome the experience and
even plan assignments with an abundance of gotchas to be discovered
by students.
@inproceedings{berry_kaplan_2010,
author = {Berry, Daniel and Kaplan, Craig S.},
title = {Planned programming problem gotchas as lessons in requirements engineering},
booktitle = {Proceedings of the 5th International Workshop on Requirements Engineering
Education and Training (REET 2010)},
year = {2010},
pages = {20--25},
publisher = {IEEE},
doi = {10.1109/REET.2010.5633110}
}
In this paper, I consider the question of how to carry out aesthetically
pleasing evolution of the curves that make up the edges in a parquet
deformation. Within the framework of simple arrangements of square
tiles, I explore curve evolution models based on grids, iterated
function systems, and organic labyrinthine paths.
@inproceedings{kaplan_2010,
author = {Kaplan, Craig S.},
title = {Curve evolution schemes for parquet deformations},
booktitle = {Bridges 2010: Mathematical Connections in Art, Music and Science},
year = {2010},
pages = {95--102}
}
Procedural modelling can be used to generate digital content such
as 3D digital models programmatically. In computer graphics,
Procedural modelling has focused primarily on natural scenery and
cityscapes. This paper considers the use of procedural modelling
in a new domain: science fiction spaceships. We examine aesthetic
principles as they relate to the beauty and visual interest of
spaceships, especially surface details, and determine how these
principles can be applied in a practical procedural modelling
algorithm.We describe a prototype system that synthesizes and
distributes surface details on large-scale spaceships. Given a
surface representing the frame of a spaceship, we distribute geometry
automatically in a coherent manner to achieve a characteristic
science fiction aesthetic.
@inproceedings{kinnear_kaplan_2010,
author = {Kinnear, Kate and Kaplan, Craig S.},
title = {Procedural generation of surface detail for science fiction spaceships},
booktitle = {Workshop on Computational Aesthetics},
editor = {Pauline Jepp and Oliver Deussen},
year = {2010},
pages = {83--90},
publisher = {Eurographics Association},
address = {London, UK},
isbn = {978-3-905674-24-8},
issn = {1816-0859},
doi = {10.2312/COMPAESTH/COMPAESTH10/083-090}
}
Painterly rendering algorithms often mimic classical hand-painting
techniques to automatically generate stylized paintings from input
images. These algorithms use a combination of techniques to express
a variety of styles and artistic properties (e.g., contrast, mood),
but often restrict the user from controlling the rendering order
of overlapping brush strokes. This paper illustrates the importance
of brush stroke ordering in creating stylistic effects and presents
a layer-based painterly rendering algorithm that allows the user
to specify a brush stroke ordering. Several of the presented orderings
enable the renderer to reduce detail obstruction, simulate handpainting
techniques and enhance artistic styles.
@inproceedings{northam_istead_kaplan_2010,
author = {Northam, Lesley and Istead, Joe and Kaplan, Craig S.},
title = {Brush stroke ordering techniques for painterly rendering},
booktitle = {Workshop on Computational Aesthetics},
editor = {Pauline Jepp and Oliver Deussen},
year = {2010},
pages = {59--66},
publisher = {Eurographics Association},
address = {London, UK},
isbn = {978-3-905674-24-8},
issn = {1816-0859},
doi = {10.2312/COMPAESTH/COMPAESTH10/059-066}
}
@book{kaplan_2009_b,
author = {Kaplan, Craig S.},
title = {Introductory {T}iling {T}heory for {C}omputer {G}raphics},
month = {July},
year = {2009},
publisher = {Morgan \& Claypool},
doi = {10.2200/S00207ED1V01Y200907CGR011}
}
@proceedings{isenberg_kaplan_spencer_2009,
title = {N{PAR} '09: {P}roceedings of the 7th international symposium on {N}on-photorealistic
animation and rendering},
editor = {Isenberg, Tobias and Kaplan, Craig S. and Spencer, Stephen N.},
year = {2009},
publisher = {ACM},
address = {New York},
location = {New Orleans, Louisiana}
}
@proceedings{kaplan_sarhangi_2009,
title = {Proceedings of {B}ridges 2009: {M}athematics, {M}usic, {A}rt, {A}rchitecture, {C}ulture},
editor = {Kaplan, Craig S. and Sarhangi, Reza},
year = {2009},
publisher = {Tarquin Books},
address = {Hertfordshire, UK},
isbn = {978-0-96652-020-0},
issn = {1099-6702}
}
Inspired by recent advances in high-quality mesh parameterization,
I present a technique for decorating surfaces with seamless ornamental
patterns. The patterns are transferred from planar drawings with
wallpaper symmetry. I show that when the original drawing belongs
to one of a few specific symmetry groups, then it can easily be
rendered with low distortion on a suitably parameterized mesh. The
result is not symmetric, but retains most of the structure of the
original drawing.
@inproceedings{kaplan_2009,
author = {Kaplan, Craig S.},
title = {Semiregular patterns on surfaces},
booktitle = {NPAR '09: Proceedings of the 7th international symposium on Non-photorealistic
animation and rendering},
year = {2009},
pages = {35--39},
publisher = {ACM Press},
address = {New York},
doi = {10.1145/1572614.1572620}
}
We present a system that can generate convincing synthetic landscape
paintings with no user intervention whatsoever, nor any information
about 3D geometry or lighting. The system is based on a direct
implementation of the "wet-on-wet" oil painting technique taught
by Bob Ross for many years on his show The Joy of Painting. We
implement a canvas model and a set of brushes that correspond to
the canvas and brushes that Bob Ross used on his show. We then
compose brush strokes into landscape features that replicate his
approach stroke by stroke. Finally, we develop an engine for automatic
layout of these features in a painting. We demonstrate this automated
system in the context of the Bob Ross painting Forest Hills.
@inproceedings{kalaidjian_kaplan_mann_2009,
author = {Kalaidjian, Alex and Kaplan, Craig S. and Mann, Stephen},
title = {Automated landscape painting in the style of {B}ob {R}oss},
booktitle = {Computational Aesthetics in Graphics, Visualization, and Imaging},
editor = {Oliver Deussen and Peter Hall},
year = {2009},
pages = {115--122},
publisher = {Eurographics Association},
address = {Victoria, British Columbia, Canada},
isbn = {978-3-905674-17-0},
issn = {1816-0859},
doi = {10.2312/COMPAESTH/COMPAESTH09/115-122}
}
An image mosaic is a rendering of a large target image by arranging
a collection of small source images, often in an array, each chosen
specifically to fit a particular block of the target image. Most
mosaicking methods are simplistic in the sense that they break the
target image into regular tiles (e.g., squares or hexagons) and
take extreme shortcuts when evaluating the similarity between target
tiles and source images. In this paper, we propose an efficient
method to obtain higher quality mosaics that incorporate a number
of process improvements. The Fast Fourier Transform (FFT) is used
to compute a more fine-grained image similarity metric, allowing
for optimal colour correction and arbitrarily shaped target tiles.
In addition, the framework can find the optimal sub-image within a
source image, further improving the quality of the matching. The
similarity scores generated by these high-order cost computations
are fed into a matching algorithm to find the globally-optimal
assignment of source images to target tiles. Experiments show that
each improvement, by itself, yields a more accurate mosaic. Combined,
the innovations produce very high quality image mosaics, even with
only a few hundred source images.
@inproceedings{orchard_kaplan_2008,
author = {Orchard, Jeff and Kaplan, Craig S.},
title = {Cut-out image mosaics},
booktitle = {NPAR '08: Proceedings of the 6th international symposium on Non-photorealistic
animation and rendering},
year = {2008},
pages = {79--87},
publisher = {ACM Press},
address = {New York},
location = {Annecy, France},
isbn = {978-1-60558-150-7},
doi = {10.1145/1377980.1377997}
}
We consider the problem of depicting continuous-tone
images using only black and white. Traditional solutions to this problem
include halftoning, which approximates tones, and line drawing,
which approximates edges. We introduce “artistic thresholding” as
a technique that attempts to depict forms in an image. We apply
segmentation to a source image and construct a planar subdivision
that captures segment connectivity. Our artistic thresholding
algorithm is a combinatorial optimization over this graph. The
optimization is controlled by parameters that can be tuned to achieve
different artistic styles.
@inproceedings{xu_kaplan_2008,
author = {Xu, Jie and Kaplan, Craig S.},
title = {Artistic thresholding},
booktitle = {NPAR '08: Proceedings of the 6th International Symposium on Non-Photorealistic
Animation and Rendering},
year = {2008},
pages = {39--47},
publisher = {ACM Press},
address = {New York},
doi = {10.1145/1377980.1377990}
}
Precise vector textures for real-time 3D renderingZheng Qin, Michael D. McCool, and Craig S. KaplanConference Paper SI3D '08: Proceedings of the 2008 symposium on Interactive 3D graphics and games (2008). Pages 199–206
Abstract
BibTeX
Publisher Page
Vector graphics representations of images are resolution independent.
Direct use of vector images for real-time texture mapping would be
desirable to avoid sampling artifacts such as blurring common with
raster images. Scalable Vector Graphics (SVG) files are typical of
vector graphics image representations. Such representations composite
images from layers of paths and strokes defined with lines, elliptical
arcs, and quadratic and cubic parametric splines.
High-quality texture mapping requires both random access and
anisotropic antialiasing. For vector images, these goals can be
achieved by computing the distance to the closest primitives from
a sample point and then mapping this distance through a soft threshold
function. Representing transparency masks in this way is especially
useful, since vector mattes can be used to render complex curvilinear
geometry as textures on simple geometric primitives.
Unfortunately, computing the exact minimum distance to the parametric
curves used in vector images is difficult. Previous work has used
approximations, but an accurate minimum distance is desirable in
order to enable wide strokes and special effects such as embossing.
In this paper, a simple algorithm is presented that can efficiently
and accurately compute the minimum distance to a parametric curve
when the sample point is within its radius of curvature and the
curve can be segmented into monotonic regions. This technique can
be used in a GPU shader to render antialiased vector images exactly
as defined by SVG files.
@inproceedings{qin_mccool_kaplan_2008,
author = {Qin, Zheng and McCool, Michael D. and Kaplan, Craig S.},
title = {Precise vector textures for real-time 3{D} rendering},
booktitle = {SI3D '08: Proceedings of the 2008 symposium on Interactive 3D graphics and games},
year = {2008},
pages = {199--206},
publisher = {ACM Press},
doi = {10.1145/1342250.1342281}
}
M.C. Escher returned often to the themes of metamorphosis and
deformation in his art, using a small set of pictorial devices to
express this theme. I classify Escher's various approaches to
metamorphosis, and relate them to the works in which they appear.
I also discuss the mathematical challenges that arise in attempting
to formalize one of these devices so that it can be applied reliably.
@inproceedings{kaplan_2008_b,
author = {Kaplan, Craig S.},
title = {Metamorphosis in {E}scher's art},
booktitle = {Bridges 2008: Mathematical Connections in Art, Music and Science},
year = {2008},
pages = {39--46}
}
Book review: Processing: A Programming Handbook for Visual Designers and ArtistsCraig S. KaplanBook Review Journal of Mathematics and the Arts, Volume 2 (December 2008). Pages 211–214
BibTeX
Publisher Page
@article{kaplan_2008,
author = {Kaplan, Craig S.},
title = {Book review: {P}rocessing: {A} {P}rogramming {H}andbook for {V}isual {D}esigners and {A}rtists},
journal = {Journal of Mathematics and the Arts},
volume = {2},
number = {4},
month = {December},
year = {2008},
pages = {211--214},
doi = {10.1080/17513470802701119}
}
We present a set of graphical and combinatorial algorithms for
designing mazes based on images. The designer traces regions of
interest in an image and annotates the regions with style parameters.
They can optionally specify a solution path, which provides a rough
guide for laying out the maze's actual solution. The system uses
novel extensions to well-known maze construction algorithms to build
mazes that approximate the tone of the source image, express the
desired style in each region, and conform to the user's solution
path.
@article{xu_kaplan_2007_c,
author = {Xu, Jie and Kaplan, Craig S.},
title = {Image-guided maze construction},
journal = {ACM Transactions on Graphics},
volume = {26},
number = {3},
month = {July},
year = {2007},
pages = {29},
publisher = {ACM},
address = {New York},
issn = {0730-0301},
note = {Proceedings of SIGGRAPH 2007},
doi = {10.1145/1276377.1276414}
}
The creation of engaging mazes requires both mathematical and
aesthetic considerations. We present an algorithm for producing
mazes that we feel are difficult to solve. This algorithm is based
on constructing and connecting obfuscating maze devices called
vortices. A vortex is a collection of passages that wind around
each other in a spiral and converge on a central junction. We explore
variations on vortex construction that enable a range of aesthetic
opportunities in the design of mazes, and demonstrate our technique
with several of our own examples.
@article{xu_kaplan_2007_b,
author = {Xu, Jie and Kaplan, Craig S.},
title = {Vortex maze construction},
journal = {Journal of Mathematics and the Arts},
volume = {1},
number = {1},
month = {March},
year = {2007},
pages = {7--20},
publisher = {Taylor \& Francis},
doi = {10.1080/17513470701225236}
}
The craft of papercutting is part of the folk art traditions of
cultures all over the world. From the point of view of computer
graphics, papercutting can be seen as a method of composing bi-level
images under a set of geometric connectivity constraints. In this
paper, we present a technique for composing digital paper-cut
designs. The elements of a design may be images, which are processed
via a multilayer thresholding operation, or they may be
procedurallygenerated arrangements of shapes. Elements are composed
using a set of boolean operators that preserve connectivity. The
resulting designs are well suited to being cut by a new generation
of inexpensive computer peripherals.
@inproceedings{xu_kaplan_mi_2007,
author = {Xu, Jie and Kaplan, Craig S. and Mi, Xiaofeng},
title = {Computer-generated papercutting},
booktitle = {PG '07: 15th Pacific Conference on Computer Graphics and Applications},
year = {2007},
pages = {343--350},
doi = {10.1109/PG.2007.10}
}
There are many algorithms in non-photorealistic rendering for
representing an image as a composition of small objects. In this
paper, we focus on the specific case where the objects to be assembled
into a composition are letters rather than images or abstract
geometric forms. We develop a solution to the “calligraphic packing”
problem based on dividing up a target region into pieces and warping
a letter into each piece. We define an energy function that chooses
a warp that best represents the original letter. We discuss variations
in rendering style and show results produced by our system.
@inproceedings{xu_kaplan_2007,
author = {Xu, Jie and Kaplan, Craig S.},
title = {Calligraphic packing},
booktitle = {GI '07: Proceedings of the 2007 conference on Graphics interface},
year = {2007},
pages = {43--50},
publisher = {Canadian Human-Computer Communications Society},
doi = {10.1145/1268517.1268527}
}
@article{kaplan_2007,
author = {Kaplan, Craig S.},
title = {The trouble with five},
journal = {Plus Magazine},
month = {December},
year = {2007},
note = {15 pages. Invited article on five-fold tilings.}
}
Labyrinths and mazes have existed in our world for thousands of
years. Spirals and vortices are important elements in maze generation.
In this paper, we describe an algorithm for constructing spiral and
vortex mazes using concentric offset curves. We join vortices into
networks, leading to mazes that are difficult to solve. We also
show some results generated with our techniques.
@inproceedings{xu_kaplan_2006,
author = {Xu Jie and Kaplan, Craig S.},
title = {Vortex maze construction},
booktitle = {Bridges 2006: Mathematical Connections in Art, Music and Science},
year = {2006},
pages = {301--308}
}
We present symTone, a dual-mouse, symmetric image manipulation
application. symTone includes a symmetric method for manipulating
a tone reproduction curve using two standard USB mice. The symTone
technique is an important contribution because the two mice are
manipulating a geometric object as a tool to improve the underlying
digital image, thus a spatial object (the curve) is being used to
manipulate non-spatial data (the image tones). Our empirical
evaluation of the technique shows that symmetric interaction can
be effective for manipulating non-spatial data. This novel technique
offers a significant improvement in ease of use and is a precursor
to more advanced symmetric tone-mapping applications.
@inproceedings{latulipe_etal_2006_b,
author = {Latulipe, Celine and Bell, Ian and Clarke, Charles L. A. and Kaplan, Craig S.},
title = {sym{T}one: two-handed manipulation of tone reproduction curves},
booktitle = {GI '06: Proceedings of the 2006 conference on Graphics interface},
year = {2006},
pages = {9--16},
publisher = {Canadian Information Processing Society}
}
Kepler's Harmonice Mundi includes a mysterious arrangement of
polygons labeled Aa, in which many of the polygons have fivefold
symmetry. In the twentieth century, solutions were proposed for how
Aa might be continued in a natural way to tile the whole plane. I
present a collection of variations on Aa, and show how it forms one
step in a sequence of derivations starting from a simpler tiling.
I present alternate arrangements of the tilings based on spirals
and substitution systems. Finally, I show some Islamic star patterns
that can be derived from Kepler-like tilings.
@inproceedings{kaplan_2006,
author = {Kaplan, Craig S.},
title = {A meditation on {K}epler's {A}a},
booktitle = {Bridges 2006: Mathematical Connections in Art, Music and Science},
year = {2006},
pages = {465--472}
}
We introduce symSpline: a symmetric, dual-mouse technique for the
manipulation of spline curves. In symSpline, two cursors control
the positions of the ends of the tangent to an edit point. By moving
the tangent with both mice, the tangent and the edit point can be
translated while the curvature of the spline is adjusted simultaneously,
according to the length and angle of the tangent. We compare the
symSpline technique to two asymmetric dual-mouse spline manipulation
techniques and to a standard single-mouse technique. In a spline
matching experiment, symSpline outperformed the two asymmetric
dual-mouse techniques and all three dual-mouse techniques proved
to be faster than the single-mouse technique. Additionally, symSpline
was the technique most preferred by test participants.
@inproceedings{latulipe_etal_2006,
author = {Latulipe, Celine and Mann, Stephen and Kaplan, Craig S. and Clarke, Charles L.
A.},
title = {sym{S}pline: symmetric two-handed spline manipulation},
booktitle = {CHI '06: Proceedings of the SIGCHI conference on Human Factors in computing
systems},
year = {2006},
pages = {349--358},
publisher = {ACM Press},
doi = {10.1145/1124772.1124825}
}
Real-time texture-mapped vector glyphsZheng Qin, Michael D. McCool, and Craig S. KaplanConference Paper I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and games (2006). Pages 125–132
Abstract
BibTeX
Publisher Page
We present a vector graphics representation suitable for real-time
rendering on GPUs. Our representation can be used in place of a
texture map, and renders precise antialiased edges at any magnification.
A combination of texture data and procedural computation
is used to evaluate an exact signed distance to a contour and its
gradient. An optimized uniform grid accelerator is created using
Voronoi analysis and redundancy elimination, so only the distances
to a small constant number of features need be computed at every
access. Contours and sharp features can be exactly reconstructed
using a constant amount of computation per pixel. Our representation
supports inexpensive high-quality anisotropic antialiasing as
well as special effects such as outlining (with both rounded and
sharp miters) and embossing.
We have applied our representation to the important application
of glyph rendering. Variations in glyph complexity are handled
by storing different glyphs at different grid resolutions. Large
blocks of glyphs can be rendered efficiently with a single indirection
through an index texture.
@inproceedings{qin_mccool_kaplan_2006,
author = {Qin, Zheng and McCool, Michael D. and Kaplan, Craig S.},
title = {Real-time texture-mapped vector glyphs},
booktitle = {I3D '06: Proceedings of the 2006 symposium on Interactive 3D graphics and games},
year = {2006},
pages = {125--132},
publisher = {ACM Press},
doi = {10.1145/1111411.1111433}
}
The design space of Islamic star patternsCraig S. KaplanBook Chapter Enlightenment through creativity: collaboration of the arts and sciences (2006). Pages 3–7
BibTeX Preprint
@incollection{kaplan_2006_b,
author = {Kaplan, Craig S.},
title = {The design space of {I}slamic star patterns},
booktitle = {Enlightenment through creativity: collaboration of the arts and sciences},
editor = {Amir Esfahani},
year = {2006},
pages = {3--7},
note = {Invited essay to accompany an exhibition of Esfahani's art.}
}
We present an evaluation of three mouse-based techniques
for aligning digital images. We investigate the physical image
alignment task and discuss the implications for interacting
with virtual images. In a formal evaluation we show that
a symmetric bimanual technique outperforms an asymmetric
bimanual technique which in turn outperforms a unimanual
technique. We show that even after mode switching times
are removed, the symmetric technique outperforms the single
mouse technique. Subjects also exhibited more parallel
interaction using the symmetric technique than when using
the asymmetric technique.
@inproceedings{latulipe_kaplan_clarke_2005_b,
author = {Latulipe, Celine and Kaplan, Craig S. and Clarke, Charles L. A.},
title = {Bimanual and unimanual image alignment: an evaluation of mouse-based techniques},
booktitle = {UIST '05: Proceedings of the 18th annual ACM symposium on User interface
software and technology},
year = {2005},
pages = {123--131},
publisher = {ACM Press},
doi = {10.1145/1095034.1095057}
}
@inproceedings{latulipe_kaplan_clarke_2005,
author = {Latulipe, Celine and Kaplan, Craig S. and Clarke, Charles L. A.},
title = {Simultaneous rotation and translation},
booktitle = {HCI 2005 Proceedings, Volume 2},
year = {2005},
pages = {63--67},
publisher = {The British Computer Society}
}
Bosch and Herman recently described how to use the traveling salesman
problem (TSP) to construct a continuous line drawing based on a
user-supplied image. They create a distribution of “cities”
hat approximates the darkness of the source image, and pass the
cities to a heuristic TSP solver. We discuss their method and present
alternative algorithms for city distribution that yield more
attractive line drawings.
@inproceedings{kaplan_bosch_2005,
author = {Kaplan, Craig S. and Bosch, Robert},
title = {T{SP} art},
booktitle = {Bridges 2005: Mathematical Connections in Art, Music and Science},
year = {2005},
pages = {301--308}
}
While developing a program to render Voronoi diagrams, I accidentally produced a strange and surprising image.
The unexpected behaviour turned out to be caused by a combination of reasons from signal processing and computer
architecture. I describe the process that led to the pattern, explain its structure, and display many of the wonderful
designs that can be produced from this and related techniques.
@inproceedings{kaplan_2005_b,
author = {Kaplan, Craig S.},
title = {Aliasing artifacts and accidental algorithmic art},
booktitle = {Bridges 2005: Mathematical Connections in Art, Music and Science},
year = {2005},
pages = {349--356}
}
We present a simple method for rendering Islamic star patterns
based on Hankin's “polygons-in-contact” technique.
The method builds star patterns from a tiling of the plane and a
small number of intuitive parameters. We show how this method can
be adapted to construct Islamic designs reminiscent of Huff's parquet
deformations. Finally, we introduce a geometric transformation on
tilings that expands the range of patterns accessible using our method.
This transformation simplifies construction techniques given in
previous work, and clarifies previously unexplained relationships
between certain classes of star patterns.
@inproceedings{kaplan_2005,
author = {Kaplan, Craig S.},
title = {Islamic star patterns from polygons in contact},
booktitle = {GI '05: Proceedings of the 2005 conference on Graphics interface},
year = {2005},
pages = {177--185},
publisher = {Canadian Human-Computer Communications Society}
}
@proceedings{hertzmann_kaplan_spencer_2004,
title = {N{PAR} '04: {P}roceedings of the 3rd international symposium on {N}on-photorealistic
animation and rendering},
editor = {Hertzmann, Aaron and Kaplan, Craig S. and Spencer, Stephen N.},
year = {2004},
publisher = {ACM},
address = {New York},
location = {Annecy, France},
isbn = {1-58113-887-3}
}
We present a paradigm that makes the flexibility of NC machining
available to the non-technical woodworker. In this context,
general-purpose CAD software and manufacturing systems are not
appropriate due to prohibitive complexity and cost. We propose a
machine architecture and suite of software tools that together offer
a cost-effective and simple way of realizing art in wood. Designs
can be tested in a 3D simulation before being realized. As a
proof-of-concept of the new paradigm, we show a prototype NC milling
lathe, a design tool for the special case of Islamic star patterns,
and a decorative piece designed and cut using the system.
@article{kaplan_etal_2004,
author = {Kaplan, Craig S. and Bedi, Sanjeev and Mann, Stephen and Israeli, Gilad and
Poon, Gilbert},
title = {A new paradigm for woodworking with {NC} machines},
journal = {The Journal of Computer-Aided Design and Applications},
volume = {1},
number = {1--4},
year = {2004},
pages = {217--222},
note = {Also appeared in Proceedings of the CAD'04 conference.},
doi = {10.1080/16864360.2004.10738261}
}
We present Najm, a set of tools built on the axioms of absolute
geometry for exploring the design space of Islamic star patterns.
Our approach makes use of a novel family of tilings, called “inflation
tilings,” which are particularly well-suited as guides for creating
star patterns. We describe a method for creating a parameterized
set of motifs that can be used to fill the many regular polygons
that comprise these tilings, as well as an algorithm to infer
geometry for any irregular polygons that remain. Erasing the
underlying tiling and joining together the inferred motifs produces
the star patterns. Because Najm is built using only the axioms of
absolute geometry, which makes no assumption about the behaviour
of parallel lines, star patterns created by Najm can be designed
equally well to fit the Euclidean plane, the hyperbolic plane, or
the surface of a sphere.
@article{kaplan_salesin_2004_b,
author = {Kaplan, Craig S. and Salesin, David H.},
title = {Islamic star patterns in absolute geometry},
journal = {ACM Trans. Graph.},
volume = {23},
number = {2},
year = {2004},
pages = {97--119},
publisher = {ACM Press},
doi = {10.1145/990002.990003}
}
“Escherization” is a process that finds an Escher-like tiling of
the plane from tiles that resemble a user-supplied goal shape. We
show how the original Escherization algorithm can be adapted to the
dihedral case, producing tilings with two distinct shapes. We also
use a form of the adapted algorithm to create drawings in the style
of Escher's print Sky and Water. Finally, we develop an Escherization
algorithm for the very different case of Penrose's aperiodic tilings.
@inproceedings{kaplan_salesin_2004,
author = {Kaplan, Craig S. and Salesin, David H.},
title = {Dihedral {E}scherization},
booktitle = {GI '04: Proceedings of the 2004 conference on Graphics interface},
year = {2004},
pages = {255--262},
publisher = {Canadian Human-Computer Communications Society}
}
Throughout history, geometric patterns have formed an
important part of art and ornamental design. Today
we have unprecedented ability to understand ornamental
styles of the past, to recreate traditional designs, and
to innovate with new interpretations of old styles and with
new styles altogether.
The power to further the study and practice of ornament stems from
three sources. We have new mathematical tools: a modern
conception of geometry that enables us to describe with
precision what designers of the past could only hint at.
We have new algorithmic tools: computers and the abstract
mathematical processing they enable allow us to perform
calculations that were intractable in previous generations.
Finally, we have technological tools: manufacturing devices
that can turn a synthetic description provided by a computer
into a real-world artifact. Taken together, these three
sets of tools provide new opportunities for the application
of computers to the analysis and creation of ornament.
In this dissertation, I present my research in the
area of computer-generated geometric art and ornament.
I focus on two projects in particular. First
I develop a collection of tools and methods
for producing traditional Islamic star patterns.
Then I examine
the tesselations of M. C. Escher, developing an
“Escherization” algorithm that can derive novel Escher-like
tesselations of the plane from arbitrary user-supplied
shapes. Throughout,
I show how modern mathematics, algorithms, and technology
can be applied to the study of these ornamental styles.
@phdthesis{kaplan_2002,
author = {Kaplan, Craig S.},
title = {Computer {G}raphics and {G}eometric {O}rnamental {D}esign},
year = {2002},
school = {Department of Computer Science \& Engineering, University of Washington}
}
We introduce and characterize a new class of polygons that models
wood, stone, glass and ceramic shapes that can be cut with a table
saw, lapidary trim saw, or other circular saw. In this model, a
circular saw is a line segment (in projection) that can move freely
in empty space, but can only cut straight into a portion of material.
Once a region of material is separated from the rest, it can be
picked up and removed to allow the saw to move more freely. A
polygon is called cuttable by a circular saw if it can be cut out
of a convex shape of material by a sufficiently small circular saw.
We prove that a polygon has this property precisely if it does not
have two adjacent reflex vertices. As a consequence, every polygon
can be modified slightly to make it cuttable by a circular saw. We
give a linear-time algorithm to cut out such a polygon using a
number of cuts and total length of cuts that are at most 2.5 times
the optimal. We also study polygons cuttable by an arbitrarily large
circular saw, which is equivalent to a ray, and give two linear-time
recognition algorithms.
@article{demaine_demaine_kaplan_2001,
author = {Demaine, Erik D. and Demaine, Martin L. and Kaplan, Craig S.},
title = {Polygons cuttable by a circular saw},
journal = {Comput. Geom. Theory Appl.},
volume = {20},
number = {1--2},
year = {2001},
pages = {69--84},
publisher = {Elsevier Science Publishers B. V.},
note = {Special issue of selected papers from the 12th annual Canadian conference on
computational geometry (CCCG 2000).},
doi = {http://dx.doi.org/10.1016/S0925-7721(01)00036-0}
}
In the quest for new visually interesting polyhedra with regular faces, we define and present an
infinite class of solids, constructed by placing regular polygons at the rotational axes of a polyhedral
symmetry group. This new technique can be used to generate many existing polyhedra, including most
of the Archimedean solids. It also yields novel families of attractive symmetric polyhedra.
@inproceedings{kaplan_hart_2001,
author = {Kaplan, Craig S. and Hart, George W.},
title = {Symmetrohedra: polyhedra from symmetric placement of regular polygons},
booktitle = {Bridges 2001: Mathematical Connections in Art, Music and Science},
year = {2001},
pages = {21--28}
}
Boggle is a fast-paced word search game played on a five-by-five
grid of letters. To remove any trace of fun from the game, I have
conducted an extensive analysis of Boggle, using a newly-constructed
software tool. I present the tool and the Boggle insights it provides.
@inproceedings{kaplan_2001,
author = {Kaplan, Craig S.},
title = {A computer analysis of {B}oggle\texttrademark},
booktitle = {POCSI433, Problems of Computer Science in Room 433},
year = {2001},
note = {3 pages}
}
This paper introduces and presents a solution to the “Escherization”
problem: given a closed figure in the plane, find a new closed
figure that is similar to the original and tiles the plane. Our
solution works by using a simulated annealer to optimize over a
parameterization of the “isohedral” tilings, a class of tilings
that is flexible enough to encompass nearly all of Escher's own
tilings, and yet simple enough to be encoded and explored by a
computer. We also describe a representation for isohedral tilings
that allows for highly interactive viewing and rendering. We
demonstrate the use of these tools – along with several additional
techniques for adding decorations to tilings – with a variety of
original ornamental designs.
@inproceedings{kaplan_salesin_2000,
author = {Kaplan, Craig S. and Salesin, David H.},
title = {Escherization},
booktitle = {SIGGRAPH '00: Proceedings of the 27th annual conference on Computer graphics and
interactive techniques},
year = {2000},
pages = {499--510},
publisher = {ACM Press/Addison-Wesley Publishing Co.},
doi = {10.1145/344779.345022}
}
Islamic star patterns are a beautiful and highly geometric art form whose original design techniques
are lost in history. We describe one procedure for constructing them based on placing radially-symmetric
motifs in a formation dictated by a tiling of the plane, and show some styles in which they can be
rendered. We also show some results generated with a software implementation of the technique.
@inproceedings{kaplan_2000,
author = {Kaplan, Craig S.},
title = {Computer generated {I}slamic star patterns},
booktitle = {Bridges 2000: Mathematical Connections in Art, Music and Science},
year = {2000},
pages = {105--112}
}
A set of points in the plane induces a Voronoi diagram, a division
of the plane based on proximity to points in the set. Voronoi
diagrams have been used extensively in engineering and scientific
disciplines, but the possibility of using them for creating abstract
ornamental designs is largely unexplored. I present some techniques
for creating attractive ornamental designs using Voronoi diagrams.
I focus on two features of Voronoi diagrams that make them particularly
useful artistic tools: their conservation of symmetry, which be
used to construct interesting tilings of tne plane, and their
continuity with respect to changes in the generators, which makes
possible smooth, organic animations of tilings.
@inproceedings{kaplan_1999,
author = {Kaplan, Craig S.},
title = {Voronoi diagrams and ornamental design},
booktitle = {ISAMA'99: The first annual symposium of the International Society for the Arts,
Mathematics, and Architecture},
year = {1999},
pages = {277--283}
}
Predicate dispatching generalizes previous method dispatch mechanisms
by permitting arbitrary predicates to control method applicability
and by using logical implication between predicates as the overriding
relationship. The method selected to handle a message send can
depend not just on the classes of the arguments, as in ordinary ob
ject-oriented dispatch, but also on the classes of subcomponents,
on an argument's state, and on relationships between ob jects. This
simple mechanism subsumes and extends ob ject-oriented single and
multiple dispatch, ML-style pattern matching, predicate classes,
and classiers, which can all be regarded as syntactic sugar for
predicate dispatching. This paper introduces predicate dispatching,
gives motivating examples, and presents its static and dynamic
semantics. An implementation of predicate dispatching is available
@inproceedings{ernst_kaplan_chambers_1998,
author = {Ernst, Michael and Kaplan, Craig S. and Chambers, Craig},
title = {Predicate dispatching: a unified theory of dispatch},
booktitle = {ECOOP '98: Proceedings of the 12th European Conference on Object-Oriented
Programming},
year = {1998},
pages = {186--211},
publisher = {Springer-Verlag},
doi = {10.1007/BFb0054092}
}