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UC Berkeley Electrical Engineering and Computer Sciences

University of California, Berkeley

Computer Graphics Publications

Archive 2026-1995

2026

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Robo-Saber: Generating and Simulating Virtual Reality Players thumbnail

Robo-Saber: Generating and Simulating Virtual Reality Players

Nam Hee Kim, Jingjing May Liu, Jaakko Lehtinen, Perttu Hämäläinen, James F. O'Brien, Xue Bin Peng
CGF

We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in-game object arrangements, guided by style exemplars and...

2024

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Effect of Data Degradation on Motion Re-Identification thumbnail

Effect of Data Degradation on Motion Re-Identification

Vivek Nair, Mark Roman Miller, Rui Wang, Brandon Huang, Christian Rack, Marc Latoschik, James F. O'Brien
SePAR 2024

The use of virtual and augmented reality devices is increasing, but these sensor-rich devices pose risks to privacy. The ability to track a user’s motion and infer the identity or characteristics of the user poses a privacy risk...

Effect of Duration and Delay on the Identifiability of VR Motion thumbnail

Effect of Duration and Delay on the Identifiability of VR Motion

Mark Miller, Vivek Nair, Eugy Han, Cyan DeVeaux, Christian Rack, Rui Wang, Brandon Huang, Marc Latoschik, James F. O'Brien, Jeremy N. Bailenson
SePAR 2024

Social virtual reality is an emerging medium of communication. In this medium, a user's avatar (virtual representation) is controlled by the tracked motion of the user's headset and hand controllers. This tracked...

Inferring Private Personal Attributes of Virtual Reality Users from Ecologically Valid Head and Hand Motion Data thumbnail

Inferring Private Personal Attributes of Virtual Reality Users from Ecologically Valid Head and Hand Motion Data

Vivek Nair, Christian Rack, Wenbo Guo, Rui Wang, Shuixian Li, Brandon Huang, Atticus Cull, James F. O'Brien, Marc Latoschik, Louis Rosenberg, Dawn Song
IEEE VR3D

Motion tracking “telemetry” data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the...

2023

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Exploring the Privacy Risks of Adversarial VR Game Design thumbnail

Exploring the Privacy Risks of Adversarial VR Game Design

Vivek Nair, Gonzalo Munilla Garrido, Dawn Song, James F. O'Brien
PoPETS 2023

Thirty study participants playtested an innocent-looking "escape room" game in virtual reality (VR). Behind the scenes, an adversarial program had accurately inferred over 25 personal data attributes, from...

KBody: Balanced monocular whole-body estimation thumbnail

KBody: Balanced monocular whole-body estimation

Nikolaos Zioulis, James F. O'Brien
CVFAD 2023

KBody is a method for fitting a low-dimensional body model to an image. It follows a predict-and-optimize approach, relying on data-driven model estimates for the constraints that will be used to solve for the body's...

2022

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2021

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2020

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Fast and Deep Facial Deformations thumbnail

Fast and Deep Facial Deformations

Stephen Bailey, Dalton Omens, Paul DiLorenzo, James F. O'Brien
SIGGRAPH 2020

Film-quality characters typically display highly complex and expressive facial deformation. The underlying rigs used to animate the deformations of a character’s face are often computationally expensive, requiring high-end...

2019

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2018

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Fast and Deep Deformation Approximations thumbnail

Fast and Deep Deformation Approximations

Stephen Bailey, Dave Otte, Paul DiLorenzo, James F. O'Brien
SIGGRAPH 2018

Character rigs are procedural systems that compute the shape of an animated character for a given pose. They can be highly complex and must account for bulges, wrinkles, and other aspects of a character's appearance. When...

Approximate svBRDF Estimation From Mobile Phone Video thumbnail

Approximate svBRDF Estimation From Mobile Phone Video

Rachel A. Albert, Dorian Yao Chan, Dan B Goldman, James F. O'Brien
EGSR 2018

We describe a new technique for obtaining a spatially varying BRDF (svBRDF) of a flat object using printed fiducial markers and a cell phone capable of continuous flash video. Our homography-based video frame alignment method...

2016

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2015

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Interactive Detailed Cutting of Thin Sheets thumbnail

Interactive Detailed Cutting of Thin Sheets

Pierre-Luc Manteaux, Wei-Lun Sun, Francois Faure, Marie-Paule Cani, James F. O'Brien
MIG 2015

In this paper we propose a method for the interactive detailed cutting of deformable thin sheets. Our method builds on the ability of frame-based simulation to solve for dynamics using very few control frames while embedding...

2014

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Exposing Photo Manipulation from Shading and Shadows thumbnail

Exposing Photo Manipulation from Shading and Shadows

Eric Kee, James F. O'Brien, Hany Farid
TOG 2014

We describe a method for detecting physical inconsistencies in lighting from the shading and shadows in an image. This method imposes a multitude of shading- and shadow-based constraints on the projected location of a distant...

The Perception of Surface Material from Disparity and Focus Cues thumbnail

The Perception of Surface Material from Disparity and Focus Cues

Martin Banks, Abdullah Bulbul, Rachel Albert, Rahul Narain, James F. O'Brien, Gregory Ward
VSS 2014

The visual properties of surfaces reveal many things including a floor's cleanliness and a car's age. These judgments of material are based on the spread of light reflected from a surface. The bidirectional reflectance...

Can 3D Shape be Estimated from Focus Cues Alone? thumbnail

Can 3D Shape be Estimated from Focus Cues Alone?

Rachel A. Albert, Abdullah Bulbul, Rahul Narain, James F. O'Brien, Martin S. Banks
VSS 2014

Focus cues—blur and accommodation—have generally been regarded as very coarse, ordinal cues to depth. This assessment has been largely determined by the inability to display these cues correctly with conventional displays. For...

Self-Refining Games using Player Analytics thumbnail

Self-Refining Games using Player Analytics

Matt Stanton, Ben Humberston, Brandon Kase, James F. O'Brien, Kayvon Fatahalian, Adrien Treuille
SIGGRAPH 2014

Data-driven simulation demands good training data drawn from a vast space of possible simulations. While fully sampling these large spaces is infeasible, we observe that in practical applications, such as gameplay, users explore...

Adaptive Tearing and Cracking of Thin Sheets thumbnail

Adaptive Tearing and Cracking of Thin Sheets

Tobias Pfaff, Rahul Narain, Juan Miguel de Joya, James F. O'Brien
SIGGRAPH 2014

This paper presents a method for adaptive fracture propagation in thin sheets. A high-quality triangle mesh is dynamically restructured to adaptively maintain detail wherever it is required by the simulation. These requirements...

View-Dependent Adaptive Cloth Simulation thumbnail

View-Dependent Adaptive Cloth Simulation

Woojong Koh, Rahul Narain, James F. O'Brien
SCA 2014

This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for...

2013

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Fast Simulation of Mass-Spring Systems thumbnail

Fast Simulation of Mass-Spring Systems

Tiantian Liu, Adam Bargteil, James F. O'Brien, Ladislav Kavan
SIGGRAPH Asia 2013

We describe a scheme for time integration of mass-spring systems that makes use of a solver based on block coordinate descent. This scheme provides a fast solution for classical linear (Hookean) springs. We express the widely...

Folding and Crumpling Adaptive Sheets thumbnail

Folding and Crumpling Adaptive Sheets

Rahul Narain, Tobias Pfaff, James F. O'Brien
SIGGRAPH 2013

We present a technique for simulating plastic deformation in sheets of thin materials, such as crumpled paper, dented metal, and wrinkled cloth. Our simulation uses a framework of adaptive mesh refinement to dynamically align...

Near-exhaustive Precomputation of Secondary Cloth Effects thumbnail

Near-exhaustive Precomputation of Secondary Cloth Effects

Doyub Kim, Woojong Koh, Rahul Narain, Kayvon Fatahalian, Adrien Treuille, James F. O'Brien
SIGGRAPH 2013

The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute "everything" about a complex space. In this paper, we challenge that...

2012

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Adaptive Anisotropic Remeshing for Cloth Simulation thumbnail

Adaptive Anisotropic Remeshing for Cloth Simulation

Rahul Narain, Armin Samii, James F. O'Brien
SIGGRAPH Asia 2012

We present a technique for cloth simulation that dynamically refines and coarsens triangle meshes so that they automatically conform to the geometric and dynamic detail of the simulated cloth. Our technique produces anisotropic...

Correcting for Optical Aberrations using Multilayer Displays thumbnail

Correcting for Optical Aberrations using Multilayer Displays

Fu-Chung Huang, Douglas Lanman, Brian A. Barsky, Ramesh Raskar
SIGGRAPH ASIA 2012

Optical aberrations of the human eye are currently corrected using eyeglasses, contact lenses, or surgery. We describe a fourth option: modifying the composition of displayed content such that the perceived image appears in...

Exposing Digital Forgeries in Ballistic Motion thumbnail

Exposing Digital Forgeries in Ballistic Motion

Valentina Conotter, James F. O'Brien, Hany Farid
TIFS 2012

We describe a geometric technique to detect physically implausible trajectories of objects in video sequences. This technique explicitly models the three-dimensional ballistic motion of objects in free-flight and the...

Interactive Inverse 3D Modeling thumbnail

Interactive Inverse 3D Modeling

James Andrews, Hailin Jin, Carlo H. Séquin
CAD 2012

“Interactive Inverse 3D Modeling” is a user-guided approach to shape construction and redesign that extracts well-structured, parameterized, procedural descriptions from unstructured, hierarchically flat input data, such as...

2011

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Interactive Furniture Layout Using Interior Design Guidelines thumbnail

Interactive Furniture Layout Using Interior Design Guidelines

Paul Merrell, Eric Schkufza, Zeyang Li, Maneesh Agrawala, Vladlen Koltun
SIGGRAPH 2011

We present an interactive furniture layout system that assists users by suggesting furniture arrangements that are based on interior design guidelines. Our system incorporates the layout guidelines as terms in a density function...

On the Duality of Forward and Inverse Light Transport thumbnail

On the Duality of Forward and Inverse Light Transport

Manmohan Chandraker, Jiamin Bai, Tian-Tsong Ng, Ravi Ramamoorthi
PAMI 2011

Inverse light transport seeks to undo global illumination effects, such as interreflections, that pervade images of most scenes. This paper presents the theoretical and computational foundations for inverse light transport as a...

2010

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Multi-Resolution Isotropic Strain Limiting thumbnail

Multi-Resolution Isotropic Strain Limiting

Huamin Wang, James F. O'Brien, Ravi Ramamoorthi
SIGGRAPH Asia 2010

In this paper we describe a fast strain-limiting method that allows stiff, incompliant materials to be simulated efficiently. Unlike prior approaches, which act on springs or individual strain components, this method acts on the...

Computer generation of ribbed sculptures thumbnail

Computer generation of ribbed sculptures

James Hamlin, Carlo H. Séquin
JMA 2010

Charles Perry's monumental sculpture Solstice is analysed and its generative geometrical logic based on a twisted toroidal sweep is captured in a computer programme with interactively adjustable control parameters. This...

Personalized Photograph Ranking and Selection System thumbnail

Personalized Photograph Ranking and Selection System

Che-Hua Yeh, Yuan-Chen Ho, Brian A. Barsky, Ming Ouhyoung
ACM MM 2010

In this paper, we propose a novel personalized ranking system for amateur photographs. Although some of the features used in our system are similar to previous work, new features, such as texture, RGB color, portrait (through...

Dynamic Local Remeshing for Elastoplastic Simulation thumbnail

Dynamic Local Remeshing for Elastoplastic Simulation

Martin Wicke, Daniel Ritchie, Bryan Klingner, Sebastian Burke, Jonathan Shewchuk, James F. O'Brien
SIGGRAPH 2010

We propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially reshaped by plastic flow, fracture, or large...

Example-Based Wrinkle Synthesis for Clothing Animation thumbnail

Example-Based Wrinkle Synthesis for Clothing Animation

Huamin Wang, Florian Hecht, Ravi Ramamoorthi, James F. O'Brien
SIGGRAPH 2010

This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure's body. Compared to flowing cloth, such as loose dresses or capes, these types of garments...

Using Blur to Affect Perceived Distance and Size thumbnail

Using Blur to Affect Perceived Distance and Size

Robert (Robin) Held, Emily Cooper, James F. O'Brien, Marty Banks
TOG 2010

We present a probabilistic model of how viewers may use defocus blur in conjunction with other pictorial cues to estimate the absolute distances to objects in a scene. Our model explains how the pattern of blur in an image...

2009

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Simulating Gaseous Fluids with Low and High Speeds thumbnail

Simulating Gaseous Fluids with Low and High Speeds

Yue Gao, Chen-Feng Li, Shi-Min Hu, Brian A. Barsky
Pacific Graphics 09

Gaseous fluids may move slowly, as smoke does, or at high speed, such as occurs with explosions. High-speed gas flow is always accompanied by low-speed gas flow, which produces rich visual details in the fluid motion. Realistic...

Interactive Simulation of Surgical Needle Insertion and Steering thumbnail

Interactive Simulation of Surgical Needle Insertion and Steering

Nuttapong Chentanez, Ron Alterovitz, Daniel Ritchie, Lita Cho, Kris Hauser, Ken Goldberg, Jonathan Shewchuk, James F. O'Brien
SIGGRAPH 2009

We present algorithms for simulating and visualizing the insertion and steering of needles through deformable tissues for surgical training and planning. Needle insertion is an essential component of many clinical procedures...

Tubular Sculptures thumbnail

Tubular Sculptures

Carlo H. Séquin
Bridges 2009

This paper reviews ways in which many artists have constructed large sculptures from tubular elements, ranging from single cylinders to toroidal or knotted structures, to assemblies of a large number of bent tubes. A few...

Visualizing High-Order Surface Geometry thumbnail

Visualizing High-Order Surface Geometry

Pushkar P. Joshi, Carlo H. Séquin
CAD&A 2009

We have derived parameters that describe the higher-order geometric behavior of smooth surfaces. Our parameters are similar in spirit to the principal directions and principal curvatures that succinctly capture second-order...

Refolding Planar Polygons thumbnail

Refolding Planar Polygons

Hayley Iben, James F. O'Brien, Erik Demaine
DCG

This paper describes an algorithm for generating a guaranteed intersection-free interpolation sequence between any pair of compatible polygons. Our algorithm builds on prior results from linkage unfolding, and if desired it can...

Generating Surface Crack Patterns thumbnail

Generating Surface Crack Patterns

Hayley Iben, James F. O'Brien
Graphical Models

We present a method for generating surface crack patterns that appear in materials such as mud, ceramic glaze, and glass. To model these phenomena, we build upon existing physically based methods. Our algorithm generates cracks...

2008

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Geometrically exact dynamic splines thumbnail

Geometrically exact dynamic splines

Adrien Theetten, Laurent Grisoni, Claude Andriot, Brian Barsky
Computer-Aided Design 2008

We propose a complete model handling the physical simulation of deformable 1D objects. We formulate continuous expressions for stretching, bending and twisting energies. These expressions are mechanically rigorous and...

2007

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Liquid Simulation on Lattice-Based Tetrahedral Meshes thumbnail

Liquid Simulation on Lattice-Based Tetrahedral Meshes

Nuttapong Chentanez, Bryan Feldman, François Labelle, James F. O'Brien, Jonathan Shewchuk
SCA 2007

This paper describes a simulation method for animating the behavior of incompressible liquids with complex free surfaces. The region occupied by the liquid is discretized with a boundary-conforming tetrahedral mesh that grades...

Hyper-Seeing the Regular Hendeca-choron thumbnail

Hyper-Seeing the Regular Hendeca-choron

Carlo H. Séquin
ISAMA 2007

The hendecachoron is an abstract 4-dimensional polytope composed of eleven cells in the form of hemi-icosahedra. This paper tries to foster an understanding of this intriguing object of high symmetry by discussing its...

A Method for Cartoon-Style Rendering of Liquid Animations thumbnail

A Method for Cartoon-Style Rendering of Liquid Animations

Ashley M. Eden, Adam Bargteil, Tolga Goktekin, Sara Beth Eisinger, James F. O'Brien
GI 2007

In this paper we present a visually compelling and informative cartoon rendering style for liquid animations. Our style is inspired by animations such as <em>Futurama,</em> <em>The Little Mermaid,</em&gt...

Design and Implementation of Pax Mundi II thumbnail

Design and Implementation of Pax Mundi II

Carlo H. Séquin
Publication

On January 18, 2007 a ten foot tall bronze sculpture Pax Mundi II was installed in the courtyard of the H&R Block headquarters in Kansas City. This paper describes the computer-aided re-design process that started from the...

2006

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Generating Surface Crack Patterns thumbnail

Generating Surface Crack Patterns

Hayley Iben, James F. O'Brien
SCA 2006

We present a method for generating surface crack patterns that appear in materials such as mud, ceramic glaze, and glass. To model these phenomena, we build upon existing physically based methods. Our algorithm generates cracks...

A Texture Synthesis Method for Liquid Animations thumbnail

A Texture Synthesis Method for Liquid Animations

Adam Bargteil, Funshing Sin, Jonathan E. Michaels, Tolga Goktekin, James F. O'Brien
SCA 2006

In this paper we present a method for synthesizing textures on animated liquid surfaces generated by a physically based fluid simulation system. Rather than advecting texture coordinates on the surface, we synthesize a new...

Acquiring Scattering Properties of Participating Media by Dilution thumbnail

Acquiring Scattering Properties of Participating Media by Dilution

Srinivasa G. Narasimhan, Mohit Gupta, Craig Donner, Ravi Ramamoorthi, Shree Nayar, Henrik Wann Jensen
SIGGRAPH 2006

The visual world around us displays a rich set of volumetric effects due to participating media. The appearance of these media is governed by several physical properties such as particle densities, shapes and sizes, which must...

Fluid Animation with Dynamic Meshes thumbnail

Fluid Animation with Dynamic Meshes

Bryan Klingner, Bryan Feldman, Nuttapong Chentanez, James F. O'Brien
SIGGRAPH 2006

This paper presents a method for animating fluid with unstructured tetrahedral meshes that change at each time step. Meshes that conform well to changing boundaries and that focus computation in the visually important parts of...

Simultaneous Coupling of Fluids and Deformable Bodies thumbnail

Simultaneous Coupling of Fluids and Deformable Bodies

Nuttapong Chentanez, Tolga Goktekin, Bryan Feldman, James F. O'Brien
SCA 2006

This paper presents a method for simulating the two-way interaction between fluids and deformable solids. The fluids are simulated using an incompressible Eulerian formulation where a linear pressure projection on the fluid...

Patterns on the Genus-3 Klein Quartic thumbnail

Patterns on the Genus-3 Klein Quartic

Carlo H. Séquin
Bridges 2006

Projections of Klein's quartic surface of genus 3 into 3D space are used as canvases on which we present regular tessellations, Escher tilings, knot- and graph-embedding problems, Hamiltonian cycles, Petrie polygons and...

Simultaneous Coupling of Fluids and Deformable Bodies thumbnail

Simultaneous Coupling of Fluids and Deformable Bodies

Nuttapong Chentanez, Tolga Goktekin, Bryan Feldman, James F. O'Brien
SIGGRAPH 2006 Tech Sketch

We describe a method for simultaneous two-way coupling of fluid and deformable bodies. The interaction between a fluid and deformable body can create complex and interesting motion that would be difficult to convincingly animate...

A Texture Synthesis Method for Liquid Animations thumbnail

A Texture Synthesis Method for Liquid Animations

Adam Bargteil, Funshing Sin, Jonathan Michaels, James F. O'Brien
SIGGRAPH 2006 Tech Sketch

In this sketch we present a method for synthesizing textures on animated liquid surfaces generated by a physically based fluid simulation system. Rather than advecting texture coordinates on the surface, we synthesize a new...

Refolding Planar Polygons thumbnail

Refolding Planar Polygons

Hayley Iben, James F. O'Brien, Erik Demaine
SoCG 2006

This paper describes an algorithm for generating a guaranteed-intersection-free interpolation sequence between any pair of compatible polygons. Our algorithm builds on prior results from linkage unfolding, and if desired it can...

A semi-Lagrangian contouring method for fluid simulation thumbnail

A semi-Lagrangian contouring method for fluid simulation

Adam Bargteil, Tolga Goktekin, James F. O'Brien, John A. Strain
ACM Trans. Graphics

In this paper we present a semi-Lagrangian surface tracking method for use with fluid simulations. Our method maintains an explicit polygonal mesh that defines the surface, and an octree data structure that provides both a...

2005

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Interactive Procedural Computer-Aided Design thumbnail

Interactive Procedural Computer-Aided Design

Carlo H. Séquin
CAD/Graphics 2005

The typical engineering design process can be decomposed into several phases: creative exploration of ideas, testing soundness of proposed concepts, refining concepts to realizable solutions, optimizing viable solutions with...

Animating Gases with Hybrid Meshes thumbnail

Animating Gases with Hybrid Meshes

Bryan Feldman, James F. O'Brien, Bryan Klingner
SIGGRAPH 2005

This paper presents a method for animating gases on unstructured tetrahedral meshes to efficiently model the interaction of the fluids with irregularly shaped obstacles. Because our discretization scheme parallels that of the...

Fluids in Deforming Meshes thumbnail

Fluids in Deforming Meshes

Bryan Feldman, James F. O'Brien, Bryan Klingner, Tolga Goktekin
SCA 2005

This paper describes a simple modification to an Eulerian fluid simulation that permits the underlying mesh to deform independent of the simulated fluid's motion. The modification consists of a straightforward adaptation of...

Pushing People Around thumbnail

Pushing People Around

Okan Arikan, David Forsyth, James F. O'Brien
SCA 2005

We present an algorithm for animating characters being pushed by an external source such as a user or a game environment. We start with a collection of motions of a real person responding to being pushed. When a character is...

A semi-Lagrangian contouring method for fluid simulation thumbnail

A semi-Lagrangian contouring method for fluid simulation

Adam Bargteil, Tolga Goktekin, James F. O'Brien, John A. Strain
SIGGRAPH 2005 Tech Sketch

In this sketch we present a semi-Lagrangian surface tracking method for use with fluid simulations. Our method main- tains an explicit polygonal mesh that defines the surface, and an octree data structure that provides both a...

2004

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Refolding Planar Polygons thumbnail

Refolding Planar Polygons

Hayley Iben, James F. O'Brien, Erik Demaine
SIGGRAPH 2004 Tech Sketch

This sketch describes a guaranteed technique for generating intersection-free interpolation sequences between arbitrary, non-intersecting, planar polygons. The computational machinery that ensures against self intersection...

Radiance Caching and Local Geometry Correction thumbnail

Radiance Caching and Local Geometry Correction

Okan Arikan, David A. Forsyth, James F. O'Brien
SIGGRAPH 2004 Tech Sketch

We present a final gather algorithm which splits the irradiance integral into two components. One component captures the incident radiance due to distant surfaces. This incident radiance due to far field illumination is...

An Energy-Driven Approach to Linkage Unfolding thumbnail

An Energy-Driven Approach to Linkage Unfolding

Jason Cantarella, Erik Demaine, Hayley Iben, James F. O'Brien
SoCG 2004

We present a new algorithm for unfolding planar polygonal linkages without self-intersection based on following the gradient flow of a "repulsive" energy function. This algorithm has several advantages over previous...

A Method for Animating Viscoelastic Fluids thumbnail

A Method for Animating Viscoelastic Fluids

Tolga Goktekin, Adam Bargteil, James F. O'Brien
SIGGRAPH 2004

This paper describes a technique for animating the behavior of viscoelastic fluids, such as mucus, liquid soap, pudding, toothpaste, or clay, that exhibit a combination of both fluid and solid characteristics. The technique...

2003

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Animating Suspended Particle Explosions thumbnail

Animating Suspended Particle Explosions

Bryan Feldman, James F. O'Brien, Okan Arikan
SIGGRAPH 2003

This paper describes a method for animating suspended particle explosions. Rather than modeling the numerically troublesome, and largely invisible blast wave, the method uses a relatively stable incompressible fluid model to...

Motion Synthesis from Annotations thumbnail

Motion Synthesis from Annotations

Okan Arikan, David Forsyth, James F. O'Brien
SIGGRAPH 2003

This paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline with annotations --- like walk, run or jump --- from a vocabulary...

Spectral Watertight Surface Reconstruction thumbnail

Spectral Watertight Surface Reconstruction

Ravi Kolluri, Jonathan Shewchuk, James F. O'Brien
SIGGRAPH 2003 Tech Sketch

We use spectral partitioning to reconstruct a watertight surface from point cloud data. This method is particularly effective for noisy and undersampled point sets with outliers, because decisions about the reconstructed surface...

2002

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An Energy-Driven Approach to Linkage Unfolding thumbnail

An Energy-Driven Approach to Linkage Unfolding

Jason Cantarella, Erik Demaine, Hayley Iben, James F. O'Brien
DIMACS 2002

In this paper, we introduce a new energy-driven approach for straightening polygonal arcs and convexifying polygonal cycles without self-intersection based on following the gradient flow of a "repulsive" energy function.

Graphical Modeling and Animation of Ductile Fracture thumbnail

Graphical Modeling and Animation of Ductile Fracture

James F. O'Brien, Adam Bargteil, Jessica Hodgins
SIGGRAPH 2002

In this paper, we describe a method for realistically animating ductile fracture in common solid materials such as plastics and metals. The effects that characterize ductile fracture occur due to interaction between plastic...

Modal Analysis for Real-Time Viscoelastic Deformation thumbnail

Modal Analysis for Real-Time Viscoelastic Deformation

Chen Shen, Kris Hauser, Christine Gatchalian, James F. O'Brien
SIGGRAPH 2002 Tech Sketch

This technical sketch describes how a standard analysis technique known as modal decomposition can be used for real-time model- ing of viscoelastic deformation. While most prior work on inter- active deformation has relied on...

Synthesizing sounds from rigid-body simulations thumbnail

Synthesizing sounds from rigid-body simulations

James F. O'Brien, Chen Shen, Christine Gatchalian
SCA 2002

This paper describes a real-time technique for generating realistic and compelling sounds that correspond to the motions of rigid objects. By numerically precomputing the shape and frequencies of an object's deformation...

Modeling the Accumulation of Wind-Driven Snow thumbnail

Modeling the Accumulation of Wind-Driven Snow

Bryan Feldman, James F. O'Brien
SIGGRAPH 2002 Tech Sketch

This technical sketch presents a method for modeling the appearance of snow drifts formed by the accumulation of wind-blown snow near buildings and other obstacles. Our method combines previous work on snow accumulation with...

2001

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Synthesizing Sounds from Physically Based Motion thumbnail

Synthesizing Sounds from Physically Based Motion

James F. O'Brien, Perry R. Cook, Georg Essl
SIGGRAPH 2001

The goal of this work is to develop techniques for approximating sounds that are generated by the motions of solid objects. Our methods builds on previous work in the field of physically based animation that use deformable...

Implicit Surfaces that Interpolate thumbnail

Implicit Surfaces that Interpolate

Greg Turk, GHuong Quynh Dinh, James F. O'Brien, Gary Yngve
Shape Modeling International 2001

Implicit surfaces are often created by summing a collection of radial basis functions. Recently, researchers have begun to create implicit surfaces that exactly interpolate a given set of points by solving a simple linear system...

2000

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Animating Explosions thumbnail

Animating Explosions

Gary D. Yngve, James F. O'Brien, Jessica K. Hodgins
SIGGRAPH 2000

In this paper, we introduce techniques for animating explosions and their effects. The primary effect of an explosion is a disturbance that causes a shock wave to propagate through the surrounding medium. This disturbance...

Animating Fracture thumbnail

Animating Fracture

James F. O'Brien, Jessica Hodgins
CACM

We have developed a simulation technique that uses non-linear finite element analysis and elastic fracture mechanics to compute physically plausible motion for three-dimensional, solid objects as they break, crack, or tear. When...

1999

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Graphical Modeling and Animation of Brittle Fracture thumbnail

Graphical Modeling and Animation of Brittle Fracture

James F. O'Brien, Jessica Hodgins
SIGRAPH 1999

In this paper, we augment existing techniques for simulating flexible objects to include models for crack initiation and propagation in three-dimensional volumes. By analyzing the stress tensors computed over a finite element...

Animating Sand, Mud, and Snow thumbnail

Animating Sand, Mud, and Snow

Robert Sumner, James F. O'Brien, Jessica Hodgins
CGF

Computer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most...

1998

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Animating Sand, Mud, and Snow thumbnail

Animating Sand, Mud, and Snow

Robert Sumner, James F. O'Brien, Jessica Hodgins
GI 98

Computer animations often lack the subtle environmental changes that should occur due to the actions of the char- acters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most...

1997

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Do Geometric Models Affect Judgments of Human Motion? thumbnail

Do Geometric Models Affect Judgments of Human Motion?

Jessica Hodgins, James F. O'Brien, Jack Tumblin
GI 97

Human figures have been animated using a wide variety of geometric models including stick figures, polygonal models, and NURBS-based models with muscles, flexible skin, or clothing. This paper re- ports on experiments designed...

1995

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Animating Human Athletics thumbnail

Animating Human Athletics

Jessica Hodgins, Wayne Wooten, David Brogan, James F. O'Brien
SIGGRAPH 1995

This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically...

Dynamic Simulation of Splashing Fluids thumbnail

Dynamic Simulation of Splashing Fluids

James F. O'Brien, Jessica Hodgins
Computer Animation 95

In this paper we describe a method for modeling the dynamic behavior of splashing fluids. The model simulates the behavior of a fluid when objects impact or float on its surface. The forces generated by the objects create waves...