Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A review and taxonomy of distortion-oriented presentation techniques
ACM Transactions on Computer-Human Interaction (TOCHI)
Visual explanations: images and quantities, evidence and narrative
Visual explanations: images and quantities, evidence and narrative
As-rigid-as-possible shape interpolation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
GI '04 Proceedings of the 2004 Graphics Interface Conference
Real-time Voxelization for Complex Polygonal Models
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
As-rigid-as-possible shape manipulation
ACM SIGGRAPH 2005 Papers
Image deformation using moving least squares
ACM SIGGRAPH 2006 Papers
Vector field based shape deformations
ACM SIGGRAPH 2006 Papers
Journal of Visual Communication and Image Representation
Rainbow Color Map (Still) Considered Harmful
IEEE Computer Graphics and Applications
PriMo: coupled prisms for intuitive surface modeling
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
As-rigid-as-possible surface modeling
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
Non-homogeneous resizing of complex models
ACM SIGGRAPH Asia 2008 papers
Focus+Context Visualization with Distortion Minimization
IEEE Transactions on Visualization and Computer Graphics
Feature-Preserving Volume Data Reduction and Focus+Context Visualization
IEEE Transactions on Visualization and Computer Graphics
A rendering framework for multiscale views of 3D models
Proceedings of the 2011 SIGGRAPH Asia Conference
Interference-aware geometric modeling
Proceedings of the 2011 SIGGRAPH Asia Conference
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Size matters. Human perception most naturally relates relative extent, area or volume to importance, nearness and weight. Reversely, conveying importance of something by depicting it at a different size is a classic artistic principle, in particular when importance varies across a domain. One striking example is the neuronal homunculus; a human figure where the size of each body part is proportional to the neural density on that part. In this work we propose an approach which changes local size of a 2D image or 3D surface and, at the same time, minimizes distortion, prevails smoothness, and, most importantly, avoids fold-overs (collisions). We employ a parallel, two-stage optimization process, that scales the shape non-uniformly according to an interactively-defined importance map and then solves for a nearby, self-intersection-free configuration. The results include an interactive 3D-rendered version of the classic sensorical homunculus but also a range of images and surfaces with different importance maps. © 2012 Wiley Periodicals, Inc.