Learn More
We introduce the concept of a Pixel Stream Editor. This forms the basis for an interactive synthesizer for designing highly realistic Computer Generated Imagery. The designer works in an interactive Very High Level programming environment which provides a very fast concept/implement/view iteration cycle.Naturalistic visual complexity is built up by(More)
We present a novel method for real-time continuous pose recovery of markerless complex articulable objects from a single depth image. Our method consists of the following stages: a randomized decision forest classifier for image segmentation, a robust method for labeled dataset generation, a convolutional network for dense feature extraction, and finally an(More)
All of these media have one thing in common. Every moment of the audience's journey is being guided by talented experts, whether an screenwriter and actor/director, a writer/animator, or a playwright and team of puppeteers. These experts use their judgment to maintain a balance: characters must be consistent and recognizable, and must respond to each other(More)
Building on principles from our prior work on procedural texture synthesis, we are able to create remarkably lifelike, responsively animated characters in real time. Rhythmic and stochastic noise functions are used to deene time varying parameters that drive computer generated puppets. Because we are conveying just the \texture" of motion, we are able to(More)
Two deficiencies in the original Noise algorithm are corrected: second order interpolation discontinuity and unoptimal gradient computation. With these defects corrected, Noise both looks better and runs faster. The latter change also makes it easier to define a uniform mathematical reference standard.
We describe Pad++, a zoomable graphical sketchpad that we are exploring as an alternative to traditional window and icon-based interfaces. We discuss the motivation for Pad++, describe the implementation, and present prototype applications. In addition, we introduce an informational physics strategy for interface design and briefly contrast it with current(More)
  • Ken Perlin
  • 1998
We present a " heads-up " shorthand for entering text on a stylus-based computer very rapidly. The innovations are that (i) the stylus need never be lifted from the surface, and that (ii) the user need never stop moving the stylus. Continuous multi-word text of arbitrary length can be written fluidly, even as a single continuous gesture if desired.
We describe a new technique for measuring the bidirectional texture function (BTF) of a surface that requires no mechanical movement, can measure surfaces <i>in situ</i> under arbitrary lighting conditions, and can be made small, portable and inexpensive. The enabling innovation is the use of a tapered kaleidoscope, which allows a camera to view the same(More)