Seeing is Believing: Body Motion Dominates in Multisensory Conversations (assigned)

by Subhadip Ghosh January 23, 2011 Assignment 1

1. Sentence: In this paper, we investigate human sensitivity to audio mismatches (i.e., when individuals’ voices are not matched to their gestures) and visual desynchronization (i.e., when the body motions of the individuals in a group are mis-aligned in time) in virtual human conversers. (3rd sentence, Abstract) 2. Problem: Very little is known about how […]

Read the full article →

Example-Based Facial Rigging

by Aaron Bartholomew January 23, 2011 Assignment 1

Sentence: Method for generating optimal facial blendshape rigs from a set of example poses transferred from a generic template to a target blendshape model.   Problem: In order to get realistic facial animation, artists typically need to sculpt hundreds of individual blend shapes, which is an enormously time-consuming process.  It would be much easier to […]

Read the full article →

Paper4: Fast and Efficient Skinning of Animated Meshes

by csv January 23, 2011 Assignment 1

1. Sentence: ( From the abstract ) We present an algorithm based on iterative coordinate descent optimization which handles arbitrary animations and produces more accurate approximations than previous techniques, while using only standard linear skinning without any modifications or extensions. 2. Problem: Existing algorithms for skinned meshes, construct skinning automatically from a vertex animation. These […]

Read the full article →

Piles of Objects

by David January 23, 2011 Assignment 1

1. Sentence: We present a method for directly modeling piles of objects in multibody simulations. 2. Problem: Object piling and stacking is interesting and common, but simulating an entire pile of objects is resource-intensive. In addition, correct behavior depends on friction forces, which are even harder to compute. 3. Key Idea: Represent a pile using […]

Read the full article →

Paper3: Shortest Paths with Arbitrary Clearance from Navigation Meshes

by csv January 23, 2011 Assignment 1

1. Sentence: ( 3rd paragraph, 1st line) This paper described a new algorithm for computing free paths among the obstacles in a virtual environment. 2. Problem: Efficient computation of free paths in virtual environment is critical in computer games and crowd simulation. Discrete search methods such as A* are robust and simple to implement, but […]

Read the full article →

Paper2: Augmenting Hand Animation with Three-Dimensional Secondary Motion

by csv January 23, 2011 Assignment 1

1. Sentence: ( 3rd Paragraph 1st Line) In this paper, we propose a technique to add secondary motion onto a hand-animated character. Our goal is to preserve the animator’s original lines, add secondary motion via existing simulation methods and integrate well into the standard animator’s pipeline. 2. Problem: Secondary motion is a powerful mechanism to […]

Read the full article →

Paper1: Robust Physics-Based Locomotion Using Low-Dimensional Planning

by csv January 23, 2011 Assignment 1

1. Sentence: ( 2nd paragraph: 1st line) This paper introduces a locomotion controller for full-body 3D physics-based  characters that plans joint torques by optimizing a low dimensional physical model. 2. Problem: ( 1st paragraph ) Full space-time motion planning on irregular terrains with zero error tolerance is computational extremely expensive and would not be able […]

Read the full article →

Robust Physics-Based Locomotion Using Low-Dimensional Planning

by David January 23, 2011 Assignment 1

1. Sentence: This paper presents a physics-based locomotion controller based on online planning. 2. Problem: It is hard to generate locomotion for simulated characters that obeys physics and looks good. 3. Key Idea: The controller chooses a general plan based on a simplified, low-dimensional physical model, then optimizes motion based on the chosen plan. 4.a […]

Read the full article →

The Virtual Director: A Correlation-Based Online Viewing of Human Motion

by David January 23, 2011 Assignment 1

1. Sentence: In this paper, we introduce an effective automatic camera control which is extremely efficient and allows online performance. 2. Problem: Moving the camera around is hard. 3. Key Idea: Instead of searching for the best camera position, simulate several cameras and choose the best one at each moment. 4.a What the paper does: […]

Read the full article →

Optimal Feedback Control for Character Animation Using an Abstract Model

by David January 23, 2011 Assignment 1

1. Sentence: This paper describes an optimal feedback controller for motion tracking that allows for on-the-fly re-planning of long-term goals and adjustments in the final completion time. 2. Problem: Motion capture data is hard to adjust for varying environments and conditions. 3. Key Idea: Formulate motion tracking as an optimal control problem, allowing greater flexibility. […]

Read the full article →