Readings 3: Principles of Animation

by Mike Gleicher January 27, 2011 Assignments

Many of you have already been given this assignment in another class (either Games or Visualization). But this stuff is so fun/useful that you’ll want to see it again. The “reading” part of this assignment is to read one of the Illusion of Life versions (either Chapter 3 or the 1981 edition, or the preface […]

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Real-Time Deformation and Fracture in a Game Environment

by Reid January 24, 2011 Assignment 1

1. This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. 2. Simulations in video games must be done in real time, have predictable performance, respond well to unreasonable user behavior, and allow for some artistic control. 3. Use a tetrahedral […]

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A Quick Fix…

by Mike Gleicher January 24, 2011 News

You should now be able to edit posts after they have been approved. (This required a WordPress plugin).

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Interactive Editing of Motion Style Using Drives and Correlations

by Leslie January 23, 2011 Assignment 1

The paper cannot be opened from the authors website, and can be accessed using an on-campus machine here. 1. “We introduce a system for editing animation data that is particularly well suited to making stylistic changes, for example, to reflect a character’s changing mood, differentiate one character from another or meet the precise desires of an […]

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Statistical Simulation of Rigid Bodies

by Leslie January 23, 2011 Assignment 1

The paper can be found here. 1. “We describe a method for replacing certain stages of rigid body simulation with a statistically-based approximation [to significantly improve performance by simplifying collision detection].” (first sentence, abstract, and second sentence, conclusion) 2. Rigid body simulation is computationally expensive, particularly when there are large numbers of rigid bodies involved. […]

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Stable Inverse Dynamic Curves

by Leslie January 23, 2011 Assignment 1

The paper can be found here. 1. “This paper introduces a method for automatically converting a smooth sketched curve into a 2D dynamic curve at stable equilibrium under gravity.” (second sentence, abstract) 2. The proper matching of arbitrary curly shapes to an appropriate physics-based model is difficult, and no analysis of stability equilibrium had been […]

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Leveraging the talent of hand animators to create three-dimensional animation

by Danielle Albers January 23, 2011 Assignment 1

Selected from list. The Sentence: In this work, we propose a method to leverage the talent of traditionally trained hand animators to create three-dimensional animation of human motion, while allowing them to work in the medium that is familiar to them. (abstract sentence 3) The Problem: Converting 2D animations to 3D animations requires more than […]

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Piles of Objects

by Danielle Albers January 23, 2011 Assignment 1

Selected from list. The Sentence: By modeling pile behavior rather than the behavior of all individual objects, we can achieve realistic results in less time, and without directly modeling the frictional component that leads to desired pile shapes. (abstract sentence 4) The Problem: Object piling and stacking presents one of the more interesting phenomena, but also […]

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Motion Fields for Interactive Character Animation

by Danielle Albers January 23, 2011 Assignment 1

Assigned paper The Sentence: This paper presents a novel representation of motion data and control that creates motions which appear natural, are highly responsive to real-time user input, and are not explicitly specified in the data. (Synthesized from final sentence of abstract) The Problem: Human motion is a highly-varied and continuous phenomenon: it quickly adapts […]

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Piles of Objects

by Reid January 23, 2011 Assignment 1

1. In this paper, we introduce a method for representing piles of objects in large multibody simulations. 2. Object piling and stacking is computationally expensive, so a model that can do it quickly with user control would be nice. 3. Model piles as layers of objects. Then add a criteria for putting objects asleep so […]

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