Face poser: Interactive modeling of 3D facial expressions using facial priors

by Danielle Albers January 23, 2011 Assignment 1

Assigned paper The Sentence: This paper presents an intuitive and easy-to-use system for interactively posing 3D facial expressions by inferring the base parameter values for the facial model. (Synthesized from abstract sentence 1) The Problem: It is difficult to construct an interactive and easy-to-use system that allows a naive user to model realistic facial expressions […]

Read the full article →

Real-Time Deformation and Fracture in a Game Environment

by Michael Correll January 23, 2011 Assignment 1

1. This paper describes a system we have developed for simulating solid deformation and fracture in the real-time setting of a commercial video game such as [The Force Unleashed]. 2. Interacting with an environment in any sort of dynamic way can result in arbitrary deformations and fractures, such as throwing a goon through a brick […]

Read the full article →

Face/Off: Live Facial Puppetry

by Sean Andrist January 23, 2011 Assignment 1

Selected from list 1. Sentence: We present a complete integrated system for live facial puppetry that enables high-resolution real-time facial expression tracking with transfer to another person’s face. (Abstract, 1st sentence) 2. Problem: Producing compelling facial animations for digital characters is time-consuming and challenging. Facial performance capture is the current industry standard, but mapping the […]

Read the full article →

A Real-time Cinematography System for 3D Environments

by Reid January 23, 2011 Assignment 1

1. We propose a fully automated system that constructs a cinematically expressive movie in real-time from a flow of low-level narrative elements generated as the environment evolves. 2. Traditional methods only look at isolated aspects of cinematography and do not allow for style variations. 3. Select narrative elements with a narrative engine, compose selected elements […]

Read the full article →

Stable Spaces for Real-time Clothing

by Reid January 23, 2011 Assignment 1

1. We present a technique for learning clothing models that enables the simultaneous animation of thousands of detailed garments in real-time. [first sentence of abstract] 2. Modern cloth simulation is really nice, but expensive. Would like a compromise with low dimensional models but keep expressiveness of cloth discretization. 3. Observe cloth behavior under physical simulation […]

Read the full article →

Leveraging the Talent of Hand Animators to Create Three-Dimensional Animation

by Michael Correll January 23, 2011 Assignment 1

1. In this paper, we propose a method to leverage the unique talent of traditional animators to create 3D animation while allowing them to continue to work with pencil and paper. 2. Tradition pen and paper animators are very good at creating moods and blocking out scenes and the general aesthetics of movement, but these […]

Read the full article →

2.5D Cartoon Models

by sgallege January 23, 2011 Assignment 1

Selected Paper: 2.5D Cartoon Models 1. Sentence: We propose a way to use 2D vector art drawings of a cartoon from different angles to generate a new type of structure, the 2.5D cartoon model 2. Problem: Previously, this has been achieved by constructing a 3D model of the cartoon and rendering it in anon-photorealistic way […]

Read the full article →

Leveraging the Talent of Hand Animators to Create Three-Dimensional Animation

by sgallege January 23, 2011 Assignment 1

Selected Paper: Leveraging the Talent of Hand Animators to Create Three-Dimensional Animation 1. Sentence: In this paper, we propose a method to leverage the unique talent of traditional animators to create 3D animation while allowing them to continue to work with pencil and paper. 2. Problem: Capturing the style of the artist’s hand animation, and by […]

Read the full article →

VideoMocap: Modeling Physically Realistic Human Motion from Monocular Video Sequences

by sgallege January 23, 2011 Assignment 1

Assigned Paper: VideoMocap: Modeling Physically Realistic Human Motion from Monocular Video Sequences 1. Sentence: In this paper, we present a video-based motion capture technique for modeling physically realistic 3D human motion from uncalibrated monocular video sequences such as sports video footage 2. Problem: Current motion capture technologies are often restrictive, cumbersome, and expensive. Optical and […]

Read the full article →

Animation Wrinkling: Augmenting Coarse Cloth Simulations with Realistic-Looking Wrinkles

by sgallege January 23, 2011 Assignment 1

Assigned Paper: Animation Wrinkling: Augmenting Coarse Cloth Simulations with Realistic-Looking Wrinkles 1. Sentence: This paper presents a novel efficient procedural method to enhance a pre-existing coarse cloth animation with realistic-looking animated wrinkles. 2. Problem: Generating complex wrinkles cloths in a virtual environment currently requires either a time-consuming manual design process, or a computationally expensive simulation, […]

Read the full article →