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Homunculus Warping: Conveying importance using self‐intersection‐free non‐homogeneous mesh deformation
Author(s) -
Reinert Bernhard,
Ritschel Tobias,
Seidel HansPeter
Publication year - 2012
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2012.03209.x
Subject(s) - image warping , computer science , intersection (aeronautics) , smoothness , artificial intelligence , surface (topology) , range (aeronautics) , domain (mathematical analysis) , distortion (music) , process (computing) , polygon mesh , perspective (graphical) , computer vision , algorithm , mathematics , geometry , computer graphics (images) , mathematical analysis , cartography , amplifier , computer network , materials science , bandwidth (computing) , composite material , geography , operating system
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.