Papers by Tony DeRose


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Proton: Multitouch Gestures as Regular Expressions

Kenrick Kin, Bjoern Hartmann, Tony DeRose, Maneesh Agrawala
January 2012

Current multitouch frameworks require application developers to write recognition code for custom gestures; this code is split across multiple event-handling callbacks. As the number of custom gestures grows it becomes increasingly difficult to 1) know if new gestures will conflict with existing gestures, and 2) know how to extend existing ... [more]

To appear in CHI 2012

Available as Pixar Technical Memo #12-02


Feature Adaptive GPU Rendering of Catmull-Clark Subdivision Surfaces

Matthias Niessner, Charles Loop, Mark Meyer, Tony DeRose
January 2012

We present a novel method for high-performance GPU-based rendering of Catmull-Clark subdivision surfaces. Unlike previous methods, our algorithm computes the true limit surface up to machine precision, and is capable of rendering surfaces that conform to the full RenderMan specification for Catmull-Clark surfaces. Specifically, our algorithm can accommodate base meshes ... [more]

Available in ACM Transactions on Graphics, January 2012.


Eden: A Professional Multitouch Tool for Constructing Virtual Organic Environments

Kenrick Kin, Tom Miller, Bjoern Bollensdorff, Tony DeRose, Bjoern Hartmann, Maneesh Agrawala
January 2011

Set construction is the process of selecting and positioning virtual geometric objects to create a virtual environment used in a computer-animated film. Set construction artists often have a clear mental image of the set composition, but find it tedious to build their intended sets with current mouse and keyboard interfaces. We investigate whether multitouch input can ... [more]

To appear in the proceedings of SIGCHI 2011

Available as Pixar Technical Memo #11-04


Determining the Benefits of Direct-Touch, Bimanual, and Multifinger Input on a Multitouch Workstation

Kenrick Kin, Maneesh Agrawala, Tony DeRose
May 2009

Multitouch workstations support direct-touch, bimanual, and multifinger interaction. Previous studies have separately examined the benefits of these three interaction attributes over mouse-based interactions. In contrast, we present an empirical user study that considers these three interaction attributes together for a single task, such that we can quantify and compare the performances of each attribute. In our ... [more]

To appear in Graphics Interface 2009


Harmonic Coordinates for Character Articulation

Pushkar Joshi, Mark Meyer, Tony DeRose, Brian Green, Tom Sanocki
May 2007

In this paper we consider the problem of creating and controlling volume deformations used to articulate characters for use in high-end applications such as computer generated feature films. We introduce a method we call harmonic coordinates that significantly improves upon existing volume deformation techniques. Our deformations are controlled using a topologically flexible structure, called a cage, ... [more]

Additional materials: [HarmonicCoordinates.divx], [SiggraphSlides.pdf]

Available in the proceedings of Siggraph 2007.

Available as Pixar Technical Memo #06-02b

Other versions:


Wavelet Noise

Robert L. Cook, Tony DeRose
August 2005

Noise functions are an essential building block for writing procedural shaders in 3D computer graphics. The original noise function introduced by Ken Perlin is still the most popular because it is simple and fast, and many spectacular images have been made ... [more]

Additional materials: [RapLyrics.txt]

Available in the Proceedings of SIGGRAPH 2005


Subdivision Surfaces in Character Animation

Tony DeRose, Michael Kass, Tien Truong
August 1998

The creation of believable and endearing characters in computer graphics presents a number of technical challenges, including the modeling, animation and rendering of complex shapes such as heads, hands, and clothing. Traditionally, these shapes have been modeled ... [more]

Available in the Proceedings of SIGGRAPH 1998.