Interactive spacetime control for animation
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Fast contact force computation for nonpenetrating rigid bodies
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Design galleries: a general approach to setting parameters for computer graphics and animation
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Plausible motion simulation for computer graphics animation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Animating rotation with quaternion curves
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Interactive manipulation of rigid body simulations
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Sampling plausible solutions to multi-body constraint problems
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Practical parameterization of rotations using the exponential map
Journal of Graphics Tools
Evaluating the visual fidelity of physically based animations
ACM SIGGRAPH 2003 Papers
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
Keyframe control of smoke simulations
ACM SIGGRAPH 2003 Papers
Nonconvex rigid bodies with stacking
ACM SIGGRAPH 2003 Papers
Motion sketching for control of rigid-body simulations
ACM Transactions on Graphics (TOG)
Data Compression
Dynamic query tools for time series data sets: timebox widgets for interactive exploration
Information Visualization
ACM SIGGRAPH 2004 Papers
Fluid control using the adjoint method
ACM SIGGRAPH 2004 Papers
Modeling and editing flows using advected radial basis functions
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animation and control of breaking waves
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Exploration of the Brain's White Matter Pathways with Dynamic Queries
VIS '04 Proceedings of the conference on Visualization '04
Controllable smoke animation with guiding objects
ACM Transactions on Graphics (TOG)
Fast frictional dynamics for rigid bodies
ACM SIGGRAPH 2005 Papers
Taming liquids for rapidly changing targets
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic Simulation of Articulated Rigid Bodies with Contact and Collision
IEEE Transactions on Visualization and Computer Graphics
Backward steps in rigid body simulation
ACM SIGGRAPH 2008 papers
Effect of scenario on perceptual sensitivity to errors in animation
Proceedings of the 5th symposium on Applied perception in graphics and visualization
3D edutainment environment: learning physics through VR/AR experiences
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Deformable object animation using reduced optimal control
ACM SIGGRAPH 2009 papers
Effect of scenario on perceptual sensitivity to errors in animation
ACM Transactions on Applied Perception (TAP)
Sampling-based contact-rich motion control
ACM SIGGRAPH 2010 papers
Three-dimensional Motion Planning Algorithms for Steerable Needles Using Inverse Kinematics
International Journal of Robotics Research
Example-based elastic materials
ACM SIGGRAPH 2011 papers
Controllable simulation of particle system
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
Synthesis of detailed hand manipulations using contact sampling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Automated constraint placement to maintain pile shape
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Near-exhaustive precomputation of secondary cloth effects
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Diverse motion variations for physics-based character animation
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Believability in simplifications of large scale physically based simulation
Proceedings of the ACM Symposium on Applied Perception
Imaginary reality gaming: ball games without a ball
Proceedings of the 26th annual ACM symposium on User interface software and technology
Graphical Models
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Animation techniques for controlling passive simulation are commonly based on an optimization paradigm: the user provides goals a priori, and sophisticated numerical methods minimize a cost function that represents these goals. Unfortunately, for multibody systems with discontinuous contact events these optimization problems can be highly nontrivial to solve, and many-hour offline optimizations, unintuitive parameters, and convergence failures can frustrate end-users and limit usage. On the other hand, users are quite adaptable, and systems which provide interactive feedback via an intuitive interface can leverage the user's own abilities to quickly produce interesting animations. However, the online computation necessary for interactivity limits scene complexity in practice. We introduce Many-Worlds Browsing, a method which circumvents these limits by exploiting the speed of multibody simulators to compute numerous example simulations in parallel (offline and online), and allow the user to browse and modify them interactively. We demonstrate intuitive interfaces through which the user can select among the examples and interactively adjust those parts of the scene that do not match his requirements. We show that using a combination of our techniques, unusual and interesting results can be generated for moderately sized scenes with under an hour of user time. Scalability is demonstrated by sampling much larger scenes using modest offline computations.