Jonathan D. Denning

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The construction of polygonal meshes remains a complex task in Computer Graphics, taking tens of thousands of individual operations over several hours of modeling time. The complexity of modeling in terms of number of operations and time makes it difficult for artists to understand all details of how meshes are constructed. We present MeshFlow, an(More)
We propose a method for retargeting measured materials, where a source measured material is edited by applying the reflectance functions of a template measured dataset. The resulting dataset is a material that maintains the spatial patterns of the source dataset, while exhibiting the reflectance behaviors of the template. Compared to editing materials by(More)
Mesh editing software is improving, allowing skilled artists to create detailed meshes efficiently. For a variety of reasons, artists are interested in sharing not just their final mesh but also their whole workflow, though the common media for sharing has limitations. In this paper, we present <i>3DFlow</i>, an algorithm that computes continuous(More)
This paper presents <i>MeshGit</i>, a practical algorithm for diffing and merging polygonal meshes typically used in subdivision modeling workflows. Inspired by version control for text editing, we introduce the <i>mesh edit distance</i> as a measure of the dissimilarity between meshes. This distance is defined as the minimum cost of matching the vertices(More)
In two previous papers, we have focused on summarizing and visualizing the edits of a single workflow and visualizing and merging the edits of two independent workflows. In this paper, we focus on visualizing the similarities and dissimilarities of many workflows where digital artists perform similar tasks. The tasks have been chosen so each artist starts(More)
The construction of polygonal meshes remains a complex task in Computer Graphics, taking tens of thousands of individual operations over several hours of modeling time. The complexity of modeling in terms of number of operations and time makes it difficult for artists to understand all details of how meshes are constructed. We present <i>MeshFlow</i>, an(More)
Digital sculpting is becoming ubiquitous for modeling organic shapes like characters. Artists commonly show their sculpting sessions by producing timelapses or speedup videos. But the long length of these sessions make these visualizations either too long to remain interesting or too fast to be useful. In this paper, we present SculptFlow, an algorithm that(More)
We use systematic layering of variously sized layers to quickly create large, seemingly non-repeating textures. This leads to significantly more control for artists to create expansive visual scenes without the need for large teams to create massive textures. Our method maintains the visual appeal of seamless and non-repeating design, while using little(More)
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