Collision detection is one of the most important tools that has been used widely in animation and simulation especially in computer games and medical simulation purpose. One of the critical issues in collision detection system is to... more
The motion of fluids has been a topic of study for hundreds of years. In its most general setting, fluid flow is governed by a system of non-linear partial differential equations known as the Navier-Stokes equations. However, in several... more
We describe the re-implementation of a system to evolve the morphology and behavior of artificial creatures, originally due to Karl Sims. The new implementation is fast, flexible, and allows for the evolution of a range of novel behaviors... more
In this paper , we enhance existing techniques for simulating flexible volumetric objects. The idea is to use a mixed model of Finite Element and Mesh Free Methods. From this approach we will be able to build a 3D deformable model which... more
Physical simulation of dynamic objects has become commonplace in computer graphics because it produces highly realistic animations. In this paradigm the animator provides few physical parameters such as the objects' initial positions and... more
Controlling smoke simulations is a notoriously challenging and tedious task, usually requiring many trial-and-error iterations that prevent using expensive computations at high resolutions. Unfortunately, naïvely going from a more... more
This paper describes a fast technique for dressing virtual humans with different pieces of clothing. It exploits a mass-spring cloth model but applies a new velocity modification approach to overcome its super-elasticity. The algorithm... more
Dynamic response is a technique for employing a physical reaction to an animated character. The technique utilizes a database of reactions as example motions to transition to following a dynamic simulation of an interaction. The search... more
Robotics in the past was described as algorithm centric problems. The idea was that a certain computer program is able to determine the optimal action. This decision is made, according to the computational paradigm, by the CPU which is... more
This paper presents an implementation of the Gilbert-Johnson-Keerthi algorithm for computing the distance between convex objects, that has improved performance, robustness, and versatility over earlier implementations. The algorithm... more
In this paper, we propose a flexible representation of controllers that uses high-level sensors and possesses a general and intuitive structure that offers several types of parameters, which can be modified either automatically or with... more
Providing realistic, high-resolution and high-fidelity representation of motions ia essential in the cloth simulation problem. In order to make high resolution simulations tractable, several algorithms have been developed that manage... more
In this paper, we present a physically based model for real-time simulation of thread dynamics. Our model captures all the relevant aspects of the physics of the thread, including quasi-zero elasticity, bending, torsion and... more
We present a variational framework for rapid shape prototyping. The modeled shape is represented as a Catmull-Clark multiresolution subdivision surface which is interactively deformed by direct user input. Free-form design goals are... more
Providing realistic, high-resolution and high-fidelity representation of motions ia essential in the cloth simulation problem. In order to make high resolution simulations tractable, several algorithms have been developed that manage... more
Many popular motion editing methods do not take physical principles into account potentially producing implausible motions. This paper introduces an efficient method for touching up edited motions to improve physical plausibility. We... more
This paper describes a simple modification to an Eulerian fluid simulation that permits the underlying mesh to deform independent of the simulated fluid's motion. The modification consists of a straightforward adaptation of the commonly... more
We describe a method for animating incompressible liquids with detailed free surfaces. For each time step, semi-Lagrangian contouring computes a new fluid boundary (represented as a fine surface triangulation) from the previous time... more
This paper describes a method for building interpolating or approximating implicit surfaces from polygonal data. The user can choose to generate a surface that exactly interpolates the polygons, or a surface that approximates the input by... more
This paper describes a technique for animating the behavior of viscoelastic fluids, such as mucus, liquid soap, pudding, toothpaste, or clay, that exhibit a combination of both fluid and solid characteristics. The technique builds upon... more
This paper describes a method for animating suspended particle explosions. Rather than modeling the numerically troublesome, and largely invisible blast wave, the method uses a relatively stable incompressible fluid model to account for... more
This paper presents a method for animating gases on unstructured tetrahedral meshes to efficiently model the interaction of fluids with irregularly shaped obstacles. Because our discretization scheme parallels that of the standard... more
Sustained participation is critical to the success of digital citizen-science initiatives, yet much of the current literature focuses on mapping people's motives to engage without considering the extent to which participation is sustained... more
Social systems and applications often rely on message triggers to promote, remind and even persuade people to perform certain actions. However, repeated exposure to these triggers can lead to boredom, annoyance and decreased engagement.... more
This is a PDF file of an unedited manuscript that has been accepted for publication. As a service to our customers we are providing this early version of the manuscript. The manuscript will undergo copyediting, typesetting, and review of... more
HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad,... more
We introduce a facial deformation system that helps the character setup process and gives artists the possibility to manipulate models as if they were using a puppet. The method uses a set of labels that define specific facial features... more
We introduce a facial deformation system that allows artists to define and customize a facial rig and later apply the same rig to different face models. The method uses a set of landmarks that define specific facial features and deforms... more
Dynamic response is a technique for employing a physical reaction to an animated character. The technique utilizes a database of reactions as example motions to transition to following a dynamic simulation of an interaction. The search... more
Figure 1: We augment parametric skeletal models with reduced soft-tissue deformations. We formulate dynamics in an unposed reference space (left) and design a sparse biharmonic subspace to represent soft-tissue deformation. The local... more
Figure 1: We augment parametric skeletal models with reduced soft-tissue deformations. We formulate dynamics in an unposed reference space (left) and design a sparse biharmonic subspace to represent soft-tissue deformation. The local... more
Training a bipedal character to play basketball and interact with objects, or a quadruped character to move in various locomotion modes, are difficult tasks due to the fast and complex contacts happening during the motion. In this paper,... more
The huge state space in robotics is the result of low level sensory input. At each moment the robot can decide between thousands of possible states which are increasing over a longer time period. To solve the issue, the visual raw data... more
We propose Average Vector Field (AVF) integration for simulation of deformable solids in physics-based animation. Our method achieves exact energy conservation for the St. Venant-Kirchhoff material without any correction steps or extra... more
The utility of an interactive tool can be measured by how pervasively it is embedded into a user's workflow. Tools for artists additionally must provide an appropriate level of control over expressive aspects of their work while... more
The use of tension and relaxation in the muscles of real creatures gives rise to nuanced motion that conveys emotion or intent. Artists have long exploited knowledge of this in traditional animation and other areas, but it has been both... more
This paper proposes a fast, stable and accurate meshless method to simulate geometrically non-linear elastic behaviors. To address the inherent limitations of finite element (FE) models, the discretization of the domain is simplified by... more
Screenshots of an interactive simulation scenario implemented with the Half-Life 2 engine. One user (left figure) is moving the skeleton's leg with a stick.
We present a psychology-inspired approach for generating a character's anticipation of and response to an impending head or upper body impact. Protective anticipatory movement is built upon several actions that have been identified in the... more
In this paper we propose a method for the interactive detailed cutting of deformable thin sheets. Our method builds on the ability of frame-based simulation to solve for dynamics using very few control frames while embedding highly... more
This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for... more
This paper describes a technique for approximating sounds that are generated by the motions of solid objects. The technique builds on previous work in the field of physically based animation that uses deformable models to simulate the... more
In this paper, we introduce techniques for animating explosions and their effects. The primary effect of an explosion is a disturbance that causes a shock wave to propagate through the surrounding medium. This disturbance determines the... more
We present warp-canceling corotation , a nonlinear finite element formulation for elastodynamic simulation that achieves fast performance by making only partial or delayed changes to the simulation's linearized system matrices.... more
This paper presents a method for animating fluid using unstructured tetrahedral meshes that change at each time step. We show that meshes that conform well to changing boundaries and that focus computation in the visually important parts... more
In this paper, we present a use of computational geometric algorithms in an intelligent scenario management system. Furthermore, we present the architecture of an intelligent scenario management system, appropriately combined with a... more
Physics-based animation is increasingly being used to create realistic, autonomous animations. Although commercial systems have been developed that produce passive dynamics, lifelike creatures must have their internal forces and torques... more
We develop a method for reliable simulation of elastica in complex contact scenarios. Our focus is on firmly establishing three parameter-independent guarantees: that simulations of well-posed problems (a) have no interpenetrations, (b)... more
The presence or not of collisions between objects is usually required to study the interaction between them, increasing the realism in virtual environments. Collision detection between polygonal objects has been widely studied, and more... more