Web pages have become fundamental in conveying information for companies and individuals, yet designing web page layouts remains a challenging task for inexperienced individuals despite web builders and templates. Vis...
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Web pages have become fundamental in conveying information for companies and individuals, yet designing web page layouts remains a challenging task for inexperienced individuals despite web builders and templates. Visual containment, in which elements are grouped together and placed inside container elements, is an efficient design strategy for organizing elements in a limited display, and is widely implemented in most web page designs. Yet, visual containment has not been explicitly addressed in the research on generating layouts from scratch, which may be due to the lack of hierarchical structure. In this work, we represent such visual containment as a layout tree, and formulate the layout design task as a hierarchical optimization problem. We first estimate the layout tree from a given a set of elements, which is then used to compute tree-aware energies corresponding to various desirable design properties such as alignment or spacing. Using an optimization approach also allows our method to naturally incorporate user intentions and create an interactive web design application. We obtain a dataset of diverse and popular real-world web designs to optimize and evaluate various aspects of our method. Experimental results show that our method generates better quality layouts compared to the baseline method.
We present a reliable method to generate planar meshes of nonlinear rational triangular elements. The elements are guaranteed to be valid, i.e. defined by injective rational functions. The mesh is guaranteed to confor...
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We present a reliable method to generate planar meshes of nonlinear rational triangular elements. The elements are guaranteed to be valid, i.e. defined by injective rational functions. The mesh is guaranteed to conform exactly, without geometric error, to arbitrary rational domain boundary and feature curves. The method generalizes the recent Bezier Guarding technique, which is applicable only to polynomial curves and elements. This generalization enables the accurate handling of practically important cases involving, for instance, circular or elliptic arcs and NURBS curves, which cannot be matched by polynomial elements. Furthermore, although many practical scenarios are concerned with rational functions of quadratic and cubic degree only, our method is fully general and supports arbitrary degree. We demonstrate the method on a variety of test cases.
Wang tiles, also known as Wang dominoes, are a jigsaw puzzle system with matching edges. Due to their compactness and expressiveness in representing variations, they have become a popular tool in the procedural synthe...
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Wang tiles, also known as Wang dominoes, are a jigsaw puzzle system with matching edges. Due to their compactness and expressiveness in representing variations, they have become a popular tool in the procedural synthesis of textures, height fields, 3D printing and representing other large and non-repetitive data. Multi-scale tiles created from low-level tiles allow for a higher tiling efficiency, although they face the problem of combinatorial explosion. In this paper, we propose a generation method for multi-scale Wang tiles that aims at minimizing the amount of needed tiles while still resembling a tiling appearance similar to low-level tiles. Based on a set of representative multi-scale Wang tiles, we use a dynamic generation algorithm for this purpose. Our method can be used for rapid texture synthesis and image halftoning. Respecting physical constraints, our tiles are connected, lightweight, independent of the fabrication scale, able to tile larger areas with image contents and contribute to "mass customization".
Signage systems play an essential role in ensuring safe, stress-free, and efficient navigation for the occupants of indoor spaces. Crowd simulations with sufficiently realistic virtual humans provide a convenient and ...
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Signage systems play an essential role in ensuring safe, stress-free, and efficient navigation for the occupants of indoor spaces. Crowd simulations with sufficiently realistic virtual humans provide a convenient and cost-effective approach to evaluating and optimizing signage systems. In this work, we develop an agent model which makes use of image processing on parametric saliency maps to visually identify signage and distractions in the agent's field of view. Information from identified signs is incorporated into a grid-based representation of wayfinding familiarity, which is used to guide informed exploration of the agent's environment using a modified A* algorithm. In areas with low wayfinding familiarity, the agent follows a random exploration behaviour based on sampling a grid of previously observed locations for heuristic values based on space syntax isovist measures. The resulting agent design is evaluated in a variety of test environments and found to be able to reliably navigate towards a goal location using a combination of signage and random exploration.
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