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Bibliometrics
research-article
Optimizing locomotion controllers using biologically-based actuators and objectives
Article No.: 25, Pages 1–11https://doi.org/10.1145/2185520.2185521

We present a technique for automatically synthesizing walking and running controllers for physically-simulated 3D humanoid characters. The sagittal hip, knee, and ankle degrees-of-freedom are actuated using a set of eight Hill-type musculotendon models ...

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Soft body locomotion
Article No.: 26, Pages 1–11https://doi.org/10.1145/2185520.2185522

We present a physically-based system to simulate and control the locomotion of soft body characters without skeletons. We use the finite element method to simulate the deformation of the soft body, and we instrument a character with muscle fibers to ...

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Video-based 3D motion capture through biped control
Article No.: 27, Pages 1–12https://doi.org/10.1145/2185520.2185523

Marker-less motion capture is a challenging problem, particularly when only monocular video is available. We estimate human motion from monocular video by recovering three-dimensional controllers capable of implicitly simulating the observed human ...

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Continuous character control with low-dimensional embeddings
Article No.: 28, Pages 1–10https://doi.org/10.1145/2185520.2185524

Interactive, task-guided character controllers must be agile and responsive to user input, while retaining the flexibility to be readily authored and modified by the designer. Central to a method's ease of use is its capacity to synthesize character ...

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Schelling points on 3D surface meshes
Article No.: 29, Pages 1–12https://doi.org/10.1145/2185520.2185525

This paper investigates "Schelling points" on 3D meshes, feature points selected by people in a pure coordination game due to their salience. To collect data for this investigation, we designed an online experiment that asked people to select points on ...

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Functional maps: a flexible representation of maps between shapes
Article No.: 30, Pages 1–11https://doi.org/10.1145/2185520.2185526

We present a novel representation of maps between pairs of shapes that allows for efficient inference and manipulation. Key to our approach is a generalization of the notion of map that puts in correspondence real-valued functions rather than points on ...

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Sketch-based shape retrieval
Article No.: 31, Pages 1–10https://doi.org/10.1145/2185520.2185527

We develop a system for 3D object retrieval based on sketched feature lines as input. For objective evaluation, we collect a large number of query sketches from human users that are related to an existing data base of objects. The sketches turn out to ...

research-article
Open Access
Seminal Paper
Seminal Paper
Decoupling algorithms from schedules for easy optimization of image processing pipelines
Article No.: 32, Pages 1–12https://doi.org/10.1145/2185520.2185528

Using existing programming tools, writing high-performance image processing code requires sacrificing readability, portability, and modularity. We argue that this is a consequence of conflating what computations define the algorithm, with decisions ...

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Adaptive manifolds for real-time high-dimensional filtering
Article No.: 33, Pages 1–13https://doi.org/10.1145/2185520.2185529

We present a technique for performing high-dimensional filtering of images and videos in real time. Our approach produces high-quality results and accelerates filtering by computing the filter's response at a reduced set of sampling points, and using ...

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Practical temporal consistency for image-based graphics applications
Article No.: 34, Pages 1–8https://doi.org/10.1145/2185520.2185530

We present an efficient and simple method for introducing temporal consistency to a large class of optimization driven image-based computer graphics problems. Our method extends recent work in edge-aware filtering, approximating costly global ...

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DRAPE: DRessing Any PErson
Article No.: 35, Pages 1–10https://doi.org/10.1145/2185520.2185531

We describe a complete system for animating realistic clothing on synthetic bodies of any shape and pose without manual intervention. The key component of the method is a model of clothing called DRAPE (DRessing Any PErson) that is learned from a ...

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Design preserving garment transfer
Article No.: 36, Pages 1–11https://doi.org/10.1145/2185520.2185532

We present a fully automatic method for design-preserving transfer of garments between characters with different body shapes. For real-life garments, such transfer is performed through a knowledge intensive and time consuming process, known as pattern ...

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Stitch meshes for modeling knitted clothing with yarn-level detail
Article No.: 37, Pages 1–12https://doi.org/10.1145/2185520.2185533

Recent yarn-based simulation techniques permit realistic and efficient dynamic simulation of knitted clothing, but producing the required yarn-level models remains a challenge. The lack of practical modeling techniques significantly limits the diversity ...

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3D imaging spectroscopy for measuring hyperspectral patterns on solid objects
Article No.: 38, Pages 1–11https://doi.org/10.1145/2185520.2185534

Sophisticated methods for true spectral rendering have been developed in computer graphics to produce highly accurate images. In addition to traditional applications in visualizing appearance, such methods have potential applications in many areas of ...

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Primal-dual coding to probe light transport
Article No.: 39, Pages 1–11https://doi.org/10.1145/2185520.2185535

We present primal-dual coding, a photography technique that enables direct fine-grain control over which light paths contribute to a photo. We achieve this by projecting a sequence of patterns onto the scene while the sensor is exposed to light. At the ...

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Printing spatially-varying reflectance for reproducing HDR images
Article No.: 40, Pages 1–7https://doi.org/10.1145/2185520.2185536

We present a solution for viewing high dynamic range (HDR) images with spatially-varying distributions of glossy materials printed on reflective media. Our method exploits appearance variations of the glossy materials in the angular domain to display ...

research-article
Free
Synthesis of detailed hand manipulations using contact sampling
Article No.: 41, Pages 1–10https://doi.org/10.1145/2185520.2185537

Capturing human activities that involve both gross full-body motion and detailed hand manipulation of objects is challenging for standard motion capture systems. We introduce a new method for creating natural scenes with such human activities. The input ...

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Eyecatch: simulating visuomotor coordination for object interception
Article No.: 42, Pages 1–10https://doi.org/10.1145/2185520.2185538

We present a novel framework for animating human characters performing fast visually guided tasks, such as catching a ball. The main idea is to consider the coordinated dynamics of sensing and movement. Based on experimental evidence about such ...

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Discovery of complex behaviors through contact-invariant optimization
Article No.: 43, Pages 1–8https://doi.org/10.1145/2185520.2185539

We present a motion synthesis framework capable of producing a wide variety of important human behaviors that have rarely been studied, including getting up from the ground, crawling, climbing, moving heavy objects, acrobatics (hand-stands in particular)...

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How do humans sketch objects?
Article No.: 44, Pages 1–10https://doi.org/10.1145/2185520.2185540

Humans have used sketching to depict our visual world since prehistoric times. Even today, sketching is possibly the only rendering technique readily available to all humans. This paper is the first large scale exploration of human sketches. We analyze ...

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CrossShade: shading concept sketches using cross-section curves
Article No.: 45, Pages 1–11https://doi.org/10.1145/2185520.2185541

We facilitate the creation of 3D-looking shaded production drawings from concept sketches. The key to our approach is a class of commonly used construction curves known as cross-sections, that function as an aid to both sketch creation and viewer ...

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HelpingHand: example-based stroke stylization
Article No.: 46, Pages 1–10https://doi.org/10.1145/2185520.2185542

Digital painters commonly use a tablet and stylus to drive software like Adobe Photoshop. A high quality stylus with 6 degrees of freedom (DOFs: 2D position, pressure, 2D tilt, and 1D rotation) coupled to a virtual brush simulation engine allows skilled ...

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Fabricating articulated characters from skinned meshes
Article No.: 47, Pages 1–9https://doi.org/10.1145/2185520.2185543

Articulated deformable characters are widespread in computer animation. Unfortunately, we lack methods for their automatic fabrication using modern additive manufacturing (AM) technologies. We propose a method that takes a skinned mesh as input, then ...

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Stress relief: improving structural strength of 3D printable objects
Article No.: 48, Pages 1–11https://doi.org/10.1145/2185520.2185544

The use of 3D printing has rapidly expanded in the past couple of years. It is now possible to produce 3D-printed objects with exceptionally high fidelity and precision. However, although the quality of 3D printing has improved, both the time to print ...

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Beady: interactive beadwork design and construction
Article No.: 49, Pages 1–9https://doi.org/10.1145/2185520.2185545

We introduce the interactive system "Beady" to assist the design and construction of customized 3D beadwork. The user first creates a polygonal mesh model called the design model that represents the overall structure of the beadwork. Each edge of the ...

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Plastic trees: interactive self-adapting botanical tree models
Article No.: 50, Pages 1–10https://doi.org/10.1145/2185520.2185546

We present a dynamic tree modeling and representation technique that allows complex tree models to interact with their environment. Our method uses changes in the light distribution and proximity to solid obstacles and other trees as approximations of ...

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Reconstructing the indirect light field for global illumination
Article No.: 51, Pages 1–10https://doi.org/10.1145/2185520.2185547

Stochastic techniques for rendering indirect illumination suffer from noise due to the variance in the integrand. In this paper, we describe a general reconstruction technique that exploits anisotropy in the light field and permits efficient reuse of ...

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Stochastic tomography and its applications in 3D imaging of mixing fluids
Article No.: 52, Pages 1–10https://doi.org/10.1145/2185520.2185548

We present a novel approach for highly detailed 3D imaging of turbulent fluid mixing behaviors. The method is based on visible light computed tomography, and is made possible by a new stochastic tomographic reconstruction algorithm based on random ...

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Tracking surfaces with evolving topology
Article No.: 53, Pages 1–10https://doi.org/10.1145/2185520.2185549

We present a method for recovering a temporally coherent, deforming triangle mesh with arbitrarily changing topology from an incoherent sequence of static closed surfaces. We solve this problem using the surface geometry alone, without any prior ...

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