Numerical recipes: the art of scientific computing
Numerical recipes: the art of scientific computing
An introduction to splines for use in computer graphics & geometric modeling
An introduction to splines for use in computer graphics & geometric modeling
Principles of traditional animation applied to 3D computer animation
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Good vibrations: modal dynamics for graphics and animation
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Inkwell: A 2-D animation system
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Interactive spacetime control for animation
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Spacetime constraints revisited
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hierarchical spacetime control
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fourier principles for emotion-based human figure animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Efficient generation of motion transitions using spacetime constraints
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Physically based motion transformation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
DyRT: dynamic response textures for real time deformation simulation with graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Faking Dynamics of Ropes and Springs
IEEE Computer Graphics and Applications
Efficient synthesis of physically valid human motion
ACM SIGGRAPH 2003 Papers
Keyframe control of smoke simulations
ACM SIGGRAPH 2003 Papers
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
ACM SIGGRAPH 2004 Papers
Invertible finite elements for robust simulation of large deformation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
Deformable object animation using reduced optimal control
ACM SIGGRAPH 2009 papers
Brain springs: fast physics for large crowds in WALLċE
IEEE Computer Graphics and Applications - Special issue on non-photorealistic rendering a virtual environment for teaching social skills
Physics-inspired upsampling for cloth simulation in games
ACM SIGGRAPH 2011 papers
An animation bilateral filter for slow-in and slow-out effects
Graphical Models
Interactive editing of deformable simulations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Interactive spacetime control of deformable objects
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Inverse kinodynamics: editing and constraining kinematic approximations of dynamic motion
Proceedings of Graphics Interface 2012
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Oscillatory motion is ubiquitous in computer graphics, yet existing animation techniques are ill-suited to its authoring. We introduce a new type of spline for this purpose, known as a "Wiggly Spline." The spline generalizes traditional piecewise cubics when its resonance and damping are set to zero, but creates oscillatory animation when its resonance and damping are changed. The spline provides a combination of direct manipulation and physical realism. To create overlapped and propagating motion, we generate phase shifts of the Wiggly Spline, and use these to control appropriate degrees of freedom in a model. The phase shifts can be created directly by procedural techniques or through a paint-like interface. A further option is to derive the phase shifts statistically by analyzing a time-series of a simulation. In this case, the Wiggly Spline makes it possible to canonicalize a simulation, generalize it by providing frequency and damping controls and control it through direct manipulation.