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Images are a powerful mode for communication, and due to this, our
computing infrastructure is evolving to deliver imagery.
Unfortunately, imagery is little more than a novelty unless it is
effective, that is, it achieves a communicative goal. The
effectiveness of imagery is rather elusive, depending on subject
matter and the intended message. It also depends on the target
display device and viewing situation: images effective on a
wall-sized display may be ineffective on the display of a cellular
phone. The broader impact of this work is to aid in providing
effective imagery in a range of scenarios. This enables practical
systems for adapting imagery created for one device such that it
works effectively on others.
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We have combined vortex dynamics and semi-Lagrangian fluid simulation to create easily controlled turbulent vector fields. Those fields can be used to control brush stroke alignment and behavior, resulting in renderings which simulate an expressionist painting style.
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Animation Retargeting: to enable animations created
for the World Wide Web to accommodate the aspect ratios of
hand-held display devices.
The goal of this work is to retarget dynamic animation to a
variety of display devices. Retargeting animation to displays is
more complicated than retargeting images. The extra dimension of
time, adds an additional layer of complexity to the retargeting
process. While each frame of the animation has to be retargeted,
the techniques applied to manipulate the elements in the animation
need to be consistent across all frames. Authoring vector-based
graphics to adaptable displays, creates new possibilities for the
effective depiction of information. One such practical application
is the display of electronic road maps, where the recognizability
of key navigation details needs to be preserved however small the
target display. Another obvious application is entertainment. For
example, retargeting animations or interactive video games to
hand-held devices.
In order to retarget the animation, my current algorithm first
identifies and groups graphic primitives, such as lines, curves,
and color, for each graphics object across the entire animation
sequence. Each object is then retargeted by removing perceptually
unimportant lines, and color regions.
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