VLDB 2026 Research / reviewers in the wild / expert
Robert W. Sumner
dblp:30/4038 · also Bob Sumner
· DBLP profile ↗
70ranked-venue papers
5as first author
21since 2021 · last 2026
0000-0002-1909-8082ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 60 · 5 first-author · 14 since 2021Human-computer interaction and ubiquitous computing · 18 · 1 first-author · 7 since 2021Artificial intelligence and machine learning · 16 · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Interactive Generative Motion Editing via Scheduled Inpainting
Dhruv Agrawal, Luca Vögeli, Dominik Borer, Robert W. Sumner, Martin Guay, Jakob Buhmann |
Comput. Graph. Forum | 4 |
| 2026 | Generalized Audio-driven Synthesis of Precise Drummer Motion
Álvaro Iñesta, Mattia Ryffel, Amit Bermano, Robert W. Sumner, Martin Guay |
Comput. Graph. Forum | 4 |
| 2026 | CANRIG: Cross-Attention Neural Face Rigging with Variable Local ControlabstractAbstract Facial animation is one of the most labor‐intensive aspects of animation and VFX, as traditional rigging consumes weeks of expert time and forces animators to spend countless hours manipulating hundreds of controls to achieve varied expressions. This technical complexity creates a barrier between artistic vision and execution, limiting creative exploration and iteration. In this paper, we introduce CANRig , a fully automated neural facial rigging approach that simplifies the process of creating and editing facial poses by benefiting from global correlations learned from data. Unlike existing neural face models that either sacrifice local control or demand extensive manual region setup, our method introduces continuous local control through a novel conditioning mechanism that operates on a variable region. By modeling deformation as cross‐attention between control handles and mesh vertices—modulated by a user‐defined region—we enable seamless transitions from precise local adjustments to broad global changes. We further expand our method with a shape‐preserving workflow that enables iterative edits, guaranteeing that changes remain untouched even as controls are reconfigured. Our method delivers the best of both worlds: the automation and naturalness of neural methods with the granular control that professional animators demand, and we demonstrate its effectiveness across multiple applications in both animation and high‐end visual effects pipelines. Arad Mohammadi, Sebastian Weiss, Jakob Buhmann, Loïc Ciccone, Robert W. Sumner, Derek Bradley, Martin Guay |
Comput. Graph. Forum | 5 |
| 2026 | VQ-Style: Disentangling Style and Content in Motion with Residual Quantized Representations
Fatemeh Zargarbashi, Dhruv Agrawal, Jakob Buhmann, Martin Guay, Stelian Coros, Robert W. Sumner |
Comput. Graph. Forum | 6 |
| 2026 | VQ-Style: Disentangling Style and Content in Motion with Residual Quantized RepresentationsabstractAbstract Human motion data is inherently rich and complex, containing both semantic content and subtle stylistic features that are challenging to model. We propose a novel method for effective disentanglement of the style and content in human motion data to facilitate style transfer. Our approach is guided by the insight that content corresponds to coarse motion attributes while style captures the finer, expressive details. To model this hierarchy, we employ Residual Vector Quantized Variational Autoencoders (RVQ‐VAEs) to learn a coarse‐to‐fine representation of motion. We further enhance the disentanglement by integrating codebook learning with contrastive learning and a novel information leakage loss to organize the content and the style across different codebooks. We harness this disentangled representation using our simple and effective inference‐time technique Quantized Code Swapping , which enables motion style transfer without requiring any fine‐tuning for unseen styles. Our framework demonstrates strong versatility across multiple inference applications, including style transfer, style removal, and motion blending. Fatemeh Zargarbashi, Dhruv Agrawal, Jakob Buhmann, Martin Guay, Stelian Coros, Robert W. Sumner |
Comput. Graph. Forum | 6 |
| 2026 | Two2Four: Generative Quadruped Puppeteering from Human MotionabstractRealistic animal motion for virtual production is typically obtained either through motion capture of highly trained performers who accurately mimic animal behavior, or by retargeting ordinary human motion using complex control setups. Both approaches are challenging and often fail to fully reproduce the nuances of natural animal motion, motivating data-driven alternatives. We present an automatic human-to-quadruped puppeteering framework that produces plausible and controllable quadruped motions from ordinary human motion data. Our approach employs a two-stage generative diffusion model trained purely on quadruped motion data. By introducing a structured conditioning and inpainting strategy, our method supports a wide range of actions, including walking, running, jumping, sitting, and lying. Furthermore, we enable fine-grained intuitive control of the quadruped motion such as head movement control and individual limb puppeteering. Experimental results demonstrate improved motion realism and controllability compared to existing retargeting approaches, highlighting the effectiveness of our framework as a tool for animation and virtual production applications. Fatemeh Zargarbashi, Zehong Qiu, Dhruv Agrawal, Stelian Coros, Robert W. Sumner, Martin Guay, Jakob Buhmann |
Comput. Graph. Forum | 5 |
| 2025 | Unboxed: Geometrically and Temporally Consistent Video OutpaintingabstractExtending the field of view of video content beyond its original version has many applications: immersive viewing experience with VR devices, reformatting 4:3 legacy content to today’s viewing conditions with wide screens, or simply extending vertically captured phone videos. Many existing works focus on synthesizing the video using generative models only. Despite promising results, this strategy seems at the moment limited in terms of quality. In this work, we address this problem using two key ideas: 3D supported outpainting for the static regions of the images, and leveraging pre-trained video diffusion model to ensure realistic and temporally coherent results, particularly for the dynamic parts. In the first stage, we iterate between image outpainting and updating the 3D scene representation - we use 3D Gaussian Splatting. Then we consider dynamic objects independently per frame and in-paint missing pixels. Finally, we propose a denoising scheme that allows to maintain known reliable regions and update the dynamic parts to obtain temporally realistic results. We achieve state-of-the-art video outpainting. This is validated quantitatively and through a user study. We are also able to extend the field of view largely beyond the limits reached by existing methods. Zhongrui Yu, Martina Megaro-Boldini, Robert W. Sumner, Abdelaziz Djelouah |
CVPR | 3 |
| 2025 | Implicit Bézier Motion Model for Precise Spatial and Temporal ControlabstractCreating high-quality character animation remains an intricate and cumbersome process that requires skill, training, and craftsmanship to master. Recently, diffusion models have unlocked the ability to generate diverse movements from high-level condition signals such as text. For artist-friendly control, motion diffusion leveraging Bézier curves have been shown to allow precise joint-level conditioning. Yet, these works have been limited to joints at a fixed temporal stride, while animators require more temporal flexibility when keyframing or manipulating tangents to achieve animation principles such as easing in & out. In this work, we introduce a new Implicit Bézier Motion Model (IBMM), which during training is exposed to all possible configurations of control points, enabling control at arbitrary timings. This allows both precise and sparse joint-level control, anywhere in time and for any joint. In addition, we introduce a new quantitative measure of ease-in and -out, which leads to a novel condition over the motion generation process to reflect this artistic principle. Luca Vögeli, Dhruv Agrawal, Martin Guay, Dominik Borer, Robert W. Sumner, Jakob Buhmann |
MIG | 5 |
| 2024 | Designing for Embodied Sense-making of Mathematics: Perspectives on Directed and Spontaneous Bodily ActionsabstractWhile mathematics is conventionally viewed as an abstract discipline, contemporary perspectives on embodied cognition underscore the significance of integrating students’ bodily experiences into the learning process. However, the efficacy of embodied learning activities, as compared to traditional methods, remains under scrutiny. We argue that both directed and spontaneous bodily actions should be considered when designing embodied learning activities, and explore such bodily actions through two studies. A quantitative user study involving directed bodily actions in Virtual Reality and on tablet reveals vr’s support for math-anxious and body-aware learners, and distinct movement patterns related to varying mathematical abilities. A subsequent qualitative analysis identifies key characteristics of spontaneous bodily actions, namely coarseness, muscle tension, repetitions, anchors, perspective, and metaphors. Derived from both studies, we propose design recommendations, advocating for expanded embodied interaction design, consideration of embodied metaphors, coarse gesturing for deep features identification, supporting of sense-making anchors, and in-vr learning assessments. Julia Chatain, Venera Gashaj, Bibin Muttappillil, Robert W. Sumner, Manu Kapur |
Conference on Designing Interactive Systems | 4 |
| 2024 | SceneFun3D: Fine-Grained Functionality and Affordance Understanding in 3D ScenesabstractExisting 3D scene understanding methods are heavily focused on 3D semantic and instance segmentation. However, identifying objects and their parts only constitutes an intermediate step towards a more fine-grained goal, which is effectively interacting with the functional interactive elements (e.g., handles, knobs, buttons) in the scene to accomplish diverse tasks. To this end, we introduce SceneFun3D, a large-scale dataset with more than 14. Bk highly accurate interaction annotations for 710 high-resolution real-world 3D indoor scenes. We accompany the annotations with motion parameter information, describing how to interact with these elements, and a diverse set of natural language descriptions of tasks that involve manipulating them in the scene context. To showcase the value of our dataset, we introduce three novel tasks, namely functionality segmentation, task-driven affordance grounding and 3D motion estimation, and adapt existing state-of-the-art methods to tackle them. Our experiments show that solving these tasks in real 3D scenes remains challenging despite recent progress in closed-set and open-set 3D scene understanding methods. Alexandros Delitzas, Ayça Takmaz, Federico Tombari, Robert W. Sumner, Marc Pollefeys, Francis Engelmann |
CVPR | 4 |
| 2024 | Factorized Motion Diffusion for Precise and Character-Agnostic Motion InbetweeningabstractAnimation is a challenging and time-consuming process where animators must manipulate hundreds of controls over space and time to create compelling motions. Recent advances in motion diffusion models have shown impressive results for general motion generation and hold the potential to reduce the number of controls manipulated by animators to achieve high quality results. However, these models are limited by their inability to match sparse constraints precisely, preventing frame-level joint control required by artists. Additionally, recent models are trained for specific characters, preventing reuse, and are incompatible for characters with only a small datasets available. To tackle these shortcomings, we propose a novel factorization of motion between a character-agnostic Bézier Motion Model (BMM), which can be trained on a large motion dataset, followed by a character-specific posing model, trainable on a much smaller pose dataset, that enables reuse across many characters. BMM provides accuracy for meeting sparse joint-level constraints by working in a reduced space of Bézier curves that better aligns the condition signal with the prediction space of our model. Additionally, the Bézier curves offer animators an intuitive interface compatible with existing authoring software. Through quantitative and qualitative comparisons, we show the effectiveness of our factorization and parametric subspace, enabling user control with higher fidelity. Justin Studer, Dhruv Agrawal, Dominik Borer, Seyedmorteza Sadat, Robert W. Sumner, Martin Guay, Jakob Buhmann |
MIG | 5 |
| 2024 | SKEL-Betweener: a Neural Motion Rig for Interactive Motion AuthoringabstractAuthoring 3D motions is a laborious process that requires manipulating and coordinating many control handles over time. Neural motion representations learned from large motion datasets have recently shown impressive capabilities in many motion completion tasks. However, current methods are not designed for interactive motion authoring workflows. The reasons being their requirement of a dense context of full poses, which takes considerable time to author, as well as their lack of joint-level controls for refinement. In this paper, we introduce a Neural Motion Rig called SKEL-Betweener, tailored to interactive motion authoring. SKEL-Betweener is able to generate long motion sequences from two poses only, and enables intermediate motion authoring via neural motion curves---intuitive joint-level controls for positions and orientations. Through user evaluations, we demonstrate the effectiveness of our Neural Motion Rig for efficiently creating and editing motions. Dhruv Agrawal, Jakob Buhmann, Dominik Borer, Robert W. Sumner, Martin Guay |
ACM Trans. Graph. | 4 |
| 2023 | 3D Segmentation of Humans in Point Clouds with Synthetic DataabstractSegmenting humans in 3D indoor scenes has become increasingly important with the rise of human-centered robotics and AR/VR applications. To this end, we propose the task of joint 3D human semantic segmentation, instance segmentation and multi-human body-part segmentation. Few works have attempted to directly segment humans in cluttered 3D scenes, which is largely due to the lack of annotated training data of humans interacting with 3D scenes. We address this challenge and propose a framework for generating training data of synthetic humans interacting with real 3D scenes. Furthermore, we propose a novel transformer-based model, Human3D, which is the first end-to-end model for segmenting multiple human instances and their body-parts in a unified manner. The key advantage of our synthetic data generation framework is its ability to generate diverse and realistic human-scene interactions, with highly accurate ground truth. Our experiments show that pre-training on synthetic data improves performance on a wide variety of 3D human segmentation tasks. Finally, we demonstrate that Human3D outperforms even task-specific state-of-the-art 3D segmentation methods. Ayça Takmaz, Jonas Schult, Irem Kaftan, Mertcan Akçay, Bastian Leibe, Robert W. Sumner, Francis Engelmann, Siyu Tang 0001 |
ICCV | 6 |
| 2023 | Runtime Motion Adaptation for Precise Character LocomotionabstractCharacter animation is a critical component of games and interactive applications. Recent data-driven methods rely on motion capture to generate high-quality real-time locomotion models for movement such as walking or running. However, these methods do not easily accommodate more subtle movement such as side steps or turning, necessary for the character to reach a precise position and orientation. These stepping movements are often needed when the character must interact with the environment, such as positioning in front of a chair so a sit-down animation can be played appropriately. This work addresses the problem of generating such motions in the low-data regime. Our goal is to create an expressive locomotion system able to reach a precise goal in the vicinity of a character. Our method takes as input raw motion capture data, and automatically converts it to a sequence database. At runtime, our system selects the most appropriate sequence and adapts it to very precisely reach the target. Furthermore, our system has a negligible performance impact, which makes it suitable for use in AR applications and video games. Noureddine Gueddach, Steven Poulakos, Robert W. Sumner |
MIG | 3 |
| 2023 | OpenMask3D: Open-Vocabulary 3D Instance SegmentationabstractWe introduce the task of open-vocabulary 3D instance segmentation. Current approaches for 3D instance segmentation can typically only recognize object categories from a pre-defined closed set of classes that are annotated in the training datasets. This results in important limitations for real-world applications where one might need to perform tasks guided by novel, open-vocabulary queries related to a wide variety of objects. Recently, open-vocabulary 3D scene understanding methods have emerged to address this problem by learning queryable features for each point in the scene. While such a representation can be directly employed to perform semantic segmentation, existing methods cannot separate multiple object instances. In this work, we address this limitation, and propose OpenMask3D, which is a zero-shot approach for open-vocabulary 3D instance segmentation. Guided by predicted class-agnostic 3D instance masks, our model aggregates per-mask features via multi-view fusion of CLIP-based image embeddings. Experiments and ablation studies on ScanNet200 and Replica show that OpenMask3D outperforms other open-vocabulary methods, especially on the long-tail distribution. Qualitative experiments further showcase OpenMask3D’s ability to segment object properties based on free-form queries describing geometry, affordances, and materials. Ayça Takmaz, Elisabetta Fedele, Robert W. Sumner, Marc Pollefeys, Federico Tombari, Francis Engelmann |
NeurIPS | 3 |
| 2023 | Pose and Skeleton-aware Neural IK for Pose and Motion EditingabstractPosing a 3D character for film or game is an iterative and laborious process where many control handles (e.g. joints) need to be manipulated to achieve a compelling result. Neural Inverse Kinematics (IK) is a new type of IK that enables sparse control over a 3D character pose, and leverages full body correlations to complete the un-manipulated joints of the body. While neural IK is promising, current methods are not designed to preserve previous edits in posing workflows. Current models generate a single pose from the handles only—regardless of what was there previously—making it difficult to preserve any variations and hindering tasks such as pose and motion editing. Dhruv Agrawal, Martin Guay, Jakob Buhmann, Dominik Borer, Robert W. Sumner |
SIGGRAPH Asia | 5 |
| 2023 | Grounding Graph Theory in Embodied Concreteness with Virtual RealityabstractAbstract mathematics can be difficult to grasp, in part because it relies on symbols and formalisms that are powerful yet meaningless to novices unless grounded in concreteness. Although a wide corpus of research focuses on concreteness in mathematics education, the notion of concreteness can be apprehended in various ways and it is not yet clear which specific aspects of concreteness help the learners. In this paper, we explore embodiment as a form of concreteness to ground abstract mathematics. First, we designed and evaluated an embodied learning activity on graph theory. Through a user study with 89 participants, we then compared three approaches: abstraction, manipulated concreteness, and embodied concreteness. Our results show that, compared to abstraction, both forms of concreteness increase learners’ perceived attention, confidence, and satisfaction. However, only embodied concreteness increases perceived relevance and grounding. Moreover, unlike manipulated concreteness, embodied concreteness does not impair learning outcomes nor transfer abilities. Julia Chatain, Rudolf Varga, Violaine Fayolle, Manu Kapur, Robert W. Sumner |
TEI | 5 |
| 2022 | Grasping Derivatives: Teaching Mathematics through Embodied Interactions using Tablets and Virtual RealityabstractGrasping mathematics can be difficult. Often, students struggle to connect mathematical concepts with their own experiences and even believe that math has nothing to do with the real world. To create more concreteness in mathematics education, we focus on the role of the body in learning, and more specifically, embodied interactions for learning derivatives. In this project, we designed an embodied game to teach derivatives, and validated our design with a panel of experts. We then used this prototype to explore different embodied interactions in terms of usability, sense of embodiment, and learning outcomes. In particular, we evaluated different degrees of embodied interactions, and different types of embodied interactions in Virtual Reality. We conclude with insights and recommendations for mathematics education with embodied interactions. Julia Chatain, Virginia Ramp, Venera Gashaj, Violaine Fayolle, Manu Kapur, Robert W. Sumner, Stéphane Magnenat |
IDC | 6 |
| 2022 | Dense Indoor Sensor Networks: Towards passively sensing human presence with LoRaWANabstractSensors have become ubiquitous in buildings but are rarely connected to a network, and their potential to analyse the performance, use, and interaction with a building is not yet fully realised. In the coming years, we expect sensors in buildings to become part of the Internet of Things (IoT) and grow in numbers to form a Dense Indoor Sensor Network (DISN) that allows for unprecedented analysis of the performance, use, and interaction with buildings. Multiple technologies vie for leading this transformation. We explore Long Range Wide Area Network (LoRaWAN) as an alternative for creating indoor sensor networks that extends beyond its original long-distance communication purpose. For the present paper, we developed a DISN with 390 sensor nodes and four gateways and empirically evaluated its performance for two years. Our analysis of more than 86 million transmissions revealed that DISNs achieve a much lower distance coverage compared to estimations from previous research indicating that more gateways are required. In addition, the deployment of multiple gateways decreased the loss of transmissions due to environmental and network factors. Given the complexity of our system, we received few colliding concurrent messages, which demonstrates a gap between the projected requirements of LoRaWAN systems and the actual requirements of real-world applications given sufficient gateways. We also contribute to the modelling of transmissions with our comparison of attenuation models derived from multiple methodologies. Across all models, we find that robust coverage in an indoor environment can be maintained by placing a gateway every 30 m and every 5 floors. Finally, we also investigate the application of DISNs for the passive sensing and visualisation of human presence using a Digital Twin (DT) and a Fused Twins (FT) representation in Augmented Reality (AR). A passive sensing approach allows us to gather relevant data on human use of a building while still preserving privacy via the aggregation process. Immersive in situ visualisations in FT allow for new interactions and new forms of participation. We conclude that DISNs are already technologically feasible today and basing them on Low Power Wide Area Network (LPWAN) offers intriguing possibilities to reduce energy consumption, maintenance cost, and bandwidth use while also enabling new forms of human-building interaction. Jascha Grübel, Tyler Thrash, Leonel Aguilar Melgar, Michal Gath-Morad, Didier Hélal, Robert W. Sumner, Christoph Hölscher, Victor R. Schinazi |
Pervasive Mob. Comput. | 6 |
| 2021 | The Feasibility of Dense Indoor LoRaWAN Towards Passively Sensing Human PresenceabstractLong Range Wide Area Network (LoRaWAN) has been advanced as an alternative for creating indoor sensor networks that extends beyond its original long-distance communication purpose. For the present paper, we developed a Dense Indoor Sensor Network (DISN) with 390 sensor nodes and three gateways and empirically evaluated its performance for half a year. Our analysis of more than 14 million transmissions revealed that DISNs achieve a much lower distance coverage compared to previous research. In addition, the deployment of multiple gateways decreased the loss of transmissions due to environmental and network factors such as concurrently received messages. Given the complexity of our system, we received few colliding concurrent messages, which demonstrates a gap between the projected requirements of LoRaWAN systems and the actual requirements of real-world applications. Our attenuation model indicates that robust coverage in an indoor environment can be maintained by placing a gateway every 30 m and every 5 floors. We discuss the application of DISNs for the passive sensing and visualization of human presence using a Digital Twin (DT). Jascha Grübel, Tyler Thrash, Didier Hélal, Robert W. Sumner, Christoph Hölscher, Victor R. Schinazi |
PerCom | 4 |
| 2021 | Real-Time Capture of Holistic Tangible InteractionsabstractWhen digital applications aim to blend virtual and real worlds, understanding the actual physical actions of users becomes an important task; the precise timing of these tangible interaction events is needed, along with the identity, and possibly location and history, of all involved actors/objects. With multiple actors or objects, it is difficult to identify who touches which object and when. Instrumenting objects for Body Channel Communication (BCC) allows message exchange around the human body between instrumented objects and the user themselves. In this paper we show how BCC can be utilized to perform under real-time conditions so that we can directly notice touch events (and the identity of actors). TangibleID is a framework that unifies tangible interaction capture for objects and users based on wearable BCC. TangibleID provides identification and communication with tagged objects/users in less than 120 ms and supports a variety of tangible interactions, without the need to restrict user (hand) movements or to maintain line-of-sight connection to cameras. When an AR application is combined with TangibleID, a new tangible mixed reality experience is achieved, as demonstrated in the “Haunted Castle” showcase. The paper presents an end-to-end technical evaluation including trade-offs regarding robustness and speed of touch recognition, outlines the breadth of interaction modalities, and reports on an initial user assessment. Virag Varga, Gergely Vakulya, Benjamin Bürgisser, Nathan Riopelle, Fabio Zünd, Robert W. Sumner, Thomas R. Gross, Alanson P. Sample |
TEI | 6 |
| 2019 | A Creative Game Design and Programming AppabstractWe present a game creation app for tablets that builds on the popularity of video games while focusing attention on creativity and problem solving. With our app, users design and build a game by first drawing characters and objects on paper with markers and crayons, and then automatically integrate them with our app. An event-based visual programming language allows to program the game logic. In the spirit of creative play, users can jump at any point between the design, programming and test phases in order to realize their imagination. We evaluate our app with a user study to understand how gender and the use of self-made drawings influence the type of games users create and their state of flow during the process. Our results show that letting users draw their own game elements can lead to higher engagement. We also show that girls tend to spend more time programming and less time testing compared to boys, and that our app can help girls gain self-confidence. Julia Chatain, Olivier Bitter, Violaine Fayolle, Robert W. Sumner, Stéphane Magnenat |
MIG | 4 |
| 2019 | Parameterized Animated ActivitiesabstractThis work addresses the development of a character animation editing method that accommodates animation changes while preserving the animator’s original artistic intent. Our goal is to give the artist control over the automatic editing of animations by extending them with artist-defined metadata. We propose a metadata representation that describes which aspects of an animation can be varied. To make the authoring process easier, we have developed an interface for specifying the metadata. Our method extracts a collection of trajectories of both effectors and objects for the animation. We approximate and parameterize the trajectories with a series of cubic Bézier curves. Then, we generate a set of high-level parameters for editing which are related to trajectory deformations. The only possible deformations are those that preserve the fine structure of the original motion. From the trajectories, we use inverse kinematics to generate a new animation that conforms to the user’s edits while preserving the overall character of the original. Alba M. Rios Rodriguez, Steven Poulakos, Maurizio Nitti, Mattia Ryffel, Robert W. Sumner |
MIG | 5 |
| 2019 | Tangent-space optimization for interactive animation controlabstractCharacter animation tools are based on a keyframing metaphor where artists pose characters at selected keyframes and the software automatically interpolates the frames inbetween. Although the quality of the interpolation is critical for achieving a fluid and engaging animation, the tools available to adjust the result of the automatic inbetweening are rudimentary and typically require manual editing of spline parameters. As a result, artists spend a tremendous amount of time posing and setting more keyframes. In this pose-centric workflow, animators use combinations of forward and inverse kinematics. While forward kinematics leads to intuitive interpolations, it does not naturally support positional constraints such as fixed contact points. Inverse kinematics can be used to fix certain points in space at keyframes, but can lead to inferior interpolations, is slow to compute, and does not allow for positional contraints at non-keyframe frames. In this paper, we address these problems by formulating the control of interpolations with positional constraints over time as a space-time optimization problem in the tangent space of the animation curves driving the controls. Our method has the key properties that it (1) allows the manipulation of positions and orientations over time, extending inverse kinematics, (2) does not add new keyframes that might conflict with an artist's preferred keyframe style, and (3) works in the space of artist editable animation curves and hence integrates seamlessly with current pipelines. We demonstrate the utility of the technique in practice via various examples and use cases. Loïc Ciccone, A. Cengiz Öztireli, Robert W. Sumner |
ACM Trans. Graph. | 3 |
| 2018 | PICA: Proactive Intelligent Conversational Agent for Interactive NarrativesabstractA narrative relies on the imperfect knowledge of the user to create interactions between the characters that are ultimately used as a plot device to drive the narrative. This motivates our exploration of ways to encode this information, provides means for a user to both query and influence the knowledge, and guides the user based on a model of their experience. We developed PICA: a proactive intelligent conversational agent for interactive narratives that can guide users through such experiences. The underlying knowledge base is designed using a sub-symbolic architecture, which encodes belief models for multiple users and autonomous agents in addition to the actual story knowledge. We also developed a discourse module using Behavior Trees to intuitively design the proactive and reactive capabilities of PICA. We compare our approach to neural networks and symbolic knowledge bases and demonstrate its functionality. Jessica Falk, Steven Poulakos, Mubbasir Kapadia, Robert W. Sumner |
IVA | 4 |
| 2018 | PuppetPhone: puppeteering virtual characters using a smartphoneabstractVideo games enable the representation and control of characters that can agilely evolve in virtual environments. However, the detached character interaction they propose - often using a push-button metaphor - is far from the satisfactory feeling of grasping and moving physical toys. In this paper, we propose a new interaction metaphor that reduces the gap between physical toys and virtual characters. The user moves a smartphone around, and a puppet that responds in real time to the manipulations is seen through the screen. The virtual character moves in order to follow the user gestures, as if it was attached to the phone via a rigid stick. This yields a natural interaction, similar to moving a physical toy, and the puppet now feels alive because its movements are augmented with compelling animations. Using the smartphone, our method ties together the control of the character and camera into a single interaction mechanism. We validate our system by presenting an application in Augmented Reality. Raphael Anderegg, Loïc Ciccone, Robert W. Sumner |
MIG | 3 |
| 2018 | HairControl: A Tracking Solution for Directable Hair SimulationabstractAbstract We present a method for adding artistic control to physics‐based hair simulation. Taking as input an animation of a coarse set of guide hairs, we constrain a subsequent higher‐resolution simulation of detail hairs to follow the input motion in a spatially‐averaged sense. The resulting high‐resolution motion adheres to the artistic intent, but is enhanced with detailed deformations and dynamics generated by physics‐based simulation. The technical core of our approach is formed by a set of tracking constraints, requiring the center of mass of a given subset of detail hair to maintain its position relative to a reference point on the corresponding guide hair. As a crucial element of our formulation, we introduce the concept of dynamically‐changing constraint targets that allow reference points to slide along the guide hairs to provide sufficient flexibility for natural deformations. We furthermore propose to regularize the null space of the tracking constraints based on variance minimization, effectively controlling the amount of spread in the hair. We demonstrate the ability of our tracking solver to generate directable yet natural hair motion on a set of targeted experiments and show its application to production‐level animations. Antoine Milliez, Robert W. Sumner, Markus Gross 0001, Bernhard Thomaszewski |
Comput. Graph. Forum | 2 |
| 2017 | Improved Mobile Robot Programming Performance through Real-time Program AssessmentabstractThe strong interest children show for mobile robots makes these devices potentially powerful to teach programming. Moreover, the tangibility of physical objects and the sociability of interacting with them are added benefits. A key skill that novices in programming have to acquire is the ability to mentally trace program execution. However, because of their embodied and real-time nature, robots make the mental tracing of program execution difficult. Rémy Siegfried, Severin Klingler, Markus Gross 0001, Robert W. Sumner, Francesco Mondada, Stéphane Magnenat |
ITiCSE | 4 |
| 2016 | Evaluating Accessible Graphical Interfaces for Building Story Worlds
Steven Poulakos, Mubbasir Kapadia, Guido M. Maiga, Fabio Zünd, Markus Gross 0001, Robert W. Sumner |
ICIDS | 6 |
| 2016 | An event-centric approach to authoring stories in crowdsabstractWe present a graphical authoring tool for creating complex narratives in large, populated areas with crowds of virtual humans. With an intuitive drag-and-drop interface, our system enables an untrained author to assemble story arcs in terms of narrative events that seamlessly control either principal characters or choreographed heterogeneous crowds within the same conceptual structure. Smart Crowds allow groups of characters to be dynamically assembled and scheduled with ambient activities, while also permitting individual characters to be selected from the crowd and featured more prominently as an individual in a story with more sophisticated behavior. Our system runs in real-time at interactive rates with no pause or costly pre-computation step between creating a story and simulating it, making this approach ideal for storyboarding or pre-visualization of narrative sequences. Mubbasir Kapadia, Alexander Shoulson, Cyril Steimer, Samuel Oberholzer, Robert W. Sumner, Markus Gross 0001 |
MIG | 5 |
| 2016 | Precision: precomputing environment semantics for contact-rich character animationabstractThe widespread availability of high-quality motion capture data and the maturity of solutions to animate virtual characters has paved the way for the next generation of interactive virtual worlds exhibiting intricate interactions between characters and the environments they inhabit. However, current motion synthesis techniques have not been designed to scale with complex environments and contact-rich motions, requiring environment designers to manually embed motion semantics in the environment geometry in order to address online motion synthesis. This paper presents an automated approach for analyzing both motions and environments in order to represent the different ways in which an environment can afford a character to move. We extract the salient features that characterize the contact-rich motion repertoire of a character and detect valid transitions in the environment where each of these motions may be possible, along with additional semantics that inform which surfaces of the environment the character may use for support during the motion. The precomputed motion semantics can be easily integrated into standard navigation and animation pipelines in order to greatly enhance the motion capabilities of virtual characters. The computational efficiency of our approach enables two additional applications. Environment designers can interactively design new environments and get instant feedback on how characters may potentially interact, which can be used for iterative modeling and refinement. End users can dynamically edit virtual worlds and characters will automatically accommodate the changes in the environment in their movement strategies. Mubbasir Kapadia, Xianghao Xu, Maurizio Nitti, Marcelo Kallmann, Stelian Coros, Robert W. Sumner, Markus Gross 0001 |
I3D | 6 |
| 2016 | Flow Curves: an Intuitive Interface for Coherent Scene DeformationabstractAbstract Effective composition in visual arts relies on the principle of movement, where the viewer's eye is directed along subjective curves to a center of interest. We call these curves subjective because they may span the edges and/or center‐lines of multiple objects, as well as contain missing portions which are automatically filled by our visual system. By carefully coordinating the shape of objects in a scene, skilled artists direct the viewer's attention via strong subjective curves. While traditional 2D sketching is a natural fit for this task, current 3D tools are object‐centric and do not accommodate coherent deformation of multiple shapes into smooth flows. We address this shortcoming with a new sketch‐based interface called Flow Curves which allows coordinating deformation across multiple objects. Core components of our method include an understanding of the principle of flow, algorithms to automatically identify subjective curve elements that may span multiple disconnected objects, and a deformation representation tailored to the view‐dependent nature of scene movement. As demonstrated in our video, sketching flow curves requires significantly less time than using traditional 3D editing workflows. Loïc Ciccone, Martin Guay, Robert W. Sumner |
Comput. Graph. Forum | 3 |
| 2016 | Programmable Animation Texturing using Motion StampsabstractAbstract Our work on programmable animation texturing enhances the concept of texture mapping by letting artists stylize arbitrary animations using elementary animations, instantiated at the scale of their choice. The core of our workflow resides in two components: we first impose structure and temporal coherence over the animation data using a novel radius‐based animation‐aware clustering. The computed clusters conform to the user‐specified scale, and follow the underlying animation regardless of its topology. Extreme mesh deformations, complex particle simulations, or simulated mesh animations with ever‐changing topology can therefore be handled in a temporally coherent way. Then, in analogy to fragment shaders that specify an output color based on a texture and a collection of properties defined per vertex (position, texture coordinate, etc.), we provide a programmable interface to the user, letting him or her specify an output animation based on the collection of properties we extract per cluster (position, velocity, etc.). We equip elementary animations with a collection of parameters that are exposed in our programmable system and enables users to script the animated textures depending on properties of the input cluster. We demonstrate the power of our system with complex animated textures created with minimal user input. Antoine Milliez, Martin Guay, Marie-Paule Cani, Markus Gross 0001, Robert W. Sumner |
Comput. Graph. Forum | 5 |
| 2015 | Evaluating the Authoring Complexity of Interactive Narratives for Augmented Reality Applications
Mubbasir Kapadia, Fabio Zünd, Jessica Falk, Marcel Marti, Robert W. Sumner |
FDG | 5 |
| 2015 | Statistical Analysis of Player Behavior in Minecraft
Stephan Müller 0002, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus Gross 0001 |
FDG | 7 |
| 2015 | HeapCraft: Understanding and Improving Player Collaboration in Minecraft
Stephan Müller 0002, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus Gross 0001 |
FDG | 7 |
| 2015 | Enhancing Robot Programming with Visual Feedback and Augmented RealityabstractIn our previous research, we showed that students using the educational robot Thymio and its visual programming environment were able to learn the important computer-science concept of event-handling. This paper extends that work by integrating augmented reality (AR) into the activities. Students used a tablet that displays in real time the event executed on the robot. The event is overlaid on the tablet over the image from a camera, which shows the location of the robot when the event was executed. In addition, visual feedback (FB) was implemented in the software. We developed a novel video questionnaire to investigate the performance of the students on robotics tasks. Data were collected comparing four groups: AR+FB, AR+non-FB, non-AR+FB, non-AR+non-FB. The results showed that students receiving feedback made significantly fewer errors on the tasks. Those using AR made fewer errors, but this improvement was not significant, although their performance improved. Technical problems with the AR hardware and software showed where improvements are needed. Stéphane Magnenat, Mordechai Ben-Ari, Severin Klingler, Robert W. Sumner |
ITiCSE | 4 |
| 2015 | Fin textures for real-time painterly aestheticsabstractWe present a novel method for real-time stylized rendering in video games. Recent advances in painterly character authoring and rendering allow artists to create characters represented by 3D geometry as well as 3D paint strokes embedded on and around that geometry. The resulting 3D paintings are rendered in screen space using special-purpose offline rendering algorithms to achieve a unique painterly style. While providing novel styles for offline rendering, existing techniques do not support real-time applications. In this paper, we propose a method to interactively render these complex 3D paintings with a focus on character animation in video games. After observing that off-surface paint strokes can be interpreted as volumetric data in the proximity of 3D meshes, we review existing volumetric texture techniques and show that they are not adapted to paint strokes, which can be sparse and have a significant structure that should be preserved. We propose a method based on fin textures in which mesh edges are extended orthogonally off the surface and textured to replicate the results of the custom offline rendering method. Our algorithm uses a per-pixel normal calculation in order to fade in fin textures along boundary views. Our results demonstrate real-time performance using a commodity game engine while maintaining a painterly style comparable to offline methods. Nicolas Imhof, Antoine Milliez, Flurin Jenal, René Bauer, Markus Gross 0001, Robert W. Sumner |
MIG | 6 |
| 2015 | HeapCraft: interactive data exploration and visualization tools for understanding and influencing player behavior in MinecraftabstractWe present HeapCraft: an open-source suite of interactive data exploration and visualization tools that allows researchers, server administrators and game designers to analyze and potentially influence player behavior in Minecraft. Our framework includes a telemetry system, several tools for visualizing and representing the collected data, and tools for modifying the game experience in controlled ways. Measures that we use to quantify and visualize player behavior and collaboration have been derived from a large data set containing 3451 player-hours from 908 players and 43 different servers. HeapCraft has been demonstrated on a variety of tasks including player behavior classification, as well as quantifying and improving collaboration of players on Minecraft servers. HeapCraft is freely available and serves to democratize game analytics for the Minecraft community at large. Stephan Müller 0002, Barbara Solenthaler, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Robert W. Sumner, Markus Gross 0001 |
MIG | 7 |
| 2015 | Computer-assisted authoring of interactive narrativesabstractThis paper explores new authoring paradigms and computer-assisted authoring tools for free-form interactive narratives. We present a new design formalism, Interactive Behavior Trees (IBT's), which decouples the monitoring of user input, the narrative, and how the user may influence the story outcome. We introduce automation tools for IBT's, to help the author detect and automatically resolve inconsistencies in the authored narrative, or conflicting user interactions that may hinder story progression. We compare IBT's to traditional story graph representations and show that our formalism better scales with the number of story arcs, and the degree and granularity of user input. The authoring time is further reduced with the help of automation, and errors are completely avoided. Our approach enables content creators to easily author complex, branching narratives with multiple story arcs in a modular, extensible fashion while empowering players with the agency to freely interact with the characters in the story and the world they inhabit. Mubbasir Kapadia, Jessica Falk, Fabio Zünd, Marcel Marti, Robert W. Sumner, Markus Gross 0001 |
I3D | 5 |
| 2015 | Design and fabrication of flexible rod meshesabstractWe present a computational tool for fabrication-oriented design of flexible rod meshes. Given a deformable surface and a set of deformed poses as input, our method automatically computes a printable rod mesh that, once manufactured, closely matches the input poses under the same boundary conditions. The core of our method is formed by an optimization scheme that adjusts the cross-sectional profiles of the rods and their rest centerline in order to best approximate the target deformations. This approach allows us to locally control the bending and stretching resistance of the surface with a single material, yielding high design flexibility and low fabrication cost. Jesús Pérez 0003, Bernhard Thomaszewski, Stelian Coros, Bernd Bickel, José A. Canabal, Robert W. Sumner, Miguel A. Otaduy |
ACM Trans. Graph. | 6 |
| 2015 | Live Texturing of Augmented Reality Characters from Colored DrawingsabstractColoring books capture the imagination of children and provide them with one of their earliest opportunities for creative expression. However, given the proliferation and popularity of digital devices, real-world activities like coloring can seem unexciting, and children become less engaged in them. Augmented reality holds unique potential to impact this situation by providing a bridge between real-world activities and digital enhancements. In this paper, we present an augmented reality coloring book App in which children color characters in a printed coloring book and inspect their work using a mobile device. The drawing is detected and tracked, and the video stream is augmented with an animated 3-D version of the character that is textured according to the child's coloring. This is possible thanks to several novel technical contributions. We present a texturing process that applies the captured texture from a 2-D colored drawing to both the visible and occluded regions of a 3-D character in real time. We develop a deformable surface tracking method designed for colored drawings that uses a new outlier rejection algorithm for real-time tracking and surface deformation recovery. We present a content creation pipeline to efficiently create the 2-D and 3-D content. And, finally, we validate our work with two user studies that examine the quality of our texturing algorithm and the overall App experience. Stéphane Magnenat, Dat Tien Ngo, Fabio Zünd, Mattia Ryffel, Gioacchino Noris, Gerhard Röthlin, Alessia Marra, Maurizio Nitti, Pascal Fua, Markus Gross 0001, Robert W. Sumner |
IEEE Trans. Vis. Comput. Graph. | 11 |
| 2014 | Influence of animated reality mixing techniques on user experienceabstractWe investigate the influence of motion effects in the domain of mobile Augmented Reality (AR) games on user experience and task performance. The work focuses on evaluating responses to a selection of synthesized camera oriented reality mixing techniques for AR, such as motion blur, defocus blur, latency and lighting responsiveness. In our cross section of experiments, we observe that these measures have a significant impact on perceived realism, where aesthetic quality is valued. However, lower latency records the strongest correlation with improved subjective enjoyment, satisfaction, and realism, and objective scoring performance. We conclude that the reality mixing techniques employed are not significant in the overall user experience of a mobile AR game, except where harmonious or convincing blended AR image quality is consciously desired by the participants. Fabio Zünd, Marcel Lancelle, Mattia Ryffel, Robert W. Sumner, Kenny Mitchell, Markus Gross 0001 |
MIG | 4 |
| 2014 | Facial performance enhancement using dynamic shape space analysisabstractThe facial performance of an individual is inherently rich in subtle deformation and timing details. Although these subtleties make the performance realistic and compelling, they often elude both motion capture and hand animation. We present a technique for adding fine-scale details and expressiveness to low-resolution art-directed facial performances, such as those created manually using a rig, via marker-based capture, by fitting a morphable model to a video, or through Kinect reconstruction using recent faceshift technology. We employ a high-resolution facial performance capture system to acquire a representative performance of an individual in which he or she explores the full range of facial expressiveness. From the captured data, our system extracts an expressiveness model that encodes subtle spatial and temporal deformation details specific to that particular individual. Once this model has been built, these details can be transferred to low-resolution art-directed performances. We demonstrate results on various forms of input; after our enhancement, the resulting animations exhibit the same nuances and fine spatial details as the captured performance, with optional temporal enhancement to match the dynamics of the actor. Finally, we show that our technique outperforms the current state-of-the-art in example-based facial animation. Amit Bermano, Derek Bradley, Thabo Beeler, Fabio Zünd, Derek Nowrouzezahrai, Ilya Baran, Olga Sorkine-Hornung, Hanspeter Pfister, Robert W. Sumner, Bernd Bickel, Markus Gross 0001 |
ACM Trans. Graph. | 9 |
| 2014 | Subspace clothing simulation using adaptive basesabstractWe present a new approach to clothing simulation using low-dimensional linear subspaces with temporally adaptive bases. Our method exploits full-space simulation training data in order to construct a pool of low-dimensional bases distributed across pose space. For this purpose, we interpret the simulation data as offsets from a kinematic deformation model that captures the global shape of clothing due to body pose. During subspace simulation, we select low-dimensional sets of basis vectors according to the current pose of the character and the state of its clothing. Thanks to this adaptive basis selection scheme, our method is able to reproduce diverse and detailed folding patterns with only a few basis vectors. Our experiments demonstrate the feasibility of subspace clothing simulation and indicate its potential in terms of quality and computational efficiency. Fabian Hahn, Bernhard Thomaszewski, Stelian Coros, Robert W. Sumner, Forrester Cole, Mark Meyer, Tony DeRose, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2013 | Authoring and animating painterly charactersabstractArtists explore the visual style of animated characters through 2D concept art, since it affords them a nearly unlimited degree of creative freedom. Realizing the desired visual style, however, within the 3D character animation pipeline is often impossible, since artists must work within the technical limitations of the pipeline toolset. In order to expand the range of possible visual styles for digital characters, our research aims to incorporate the expressiveness afforded by 2D concept painting into the computer animation pipeline as a core component of character authoring and animation. While prior 3D painting methods focus on static geometry or simple animations, we develop tools for the more difficult task of character animation. Our system shows how 3D stroke-based paintings can be deformed using standard rigging tools. We also propose a configuration-space keyframing algorithm for authoring stroke effects that depend on scene variables such as character pose or light position. During animation, our system supports stroke-based temporal keyframing for one-off effects. Our primary technical contribution is a novel interpolation scheme for configuration-space keyframing that ensures smooth, controllable results. We demonstrate several characters authored with our system that exhibit painted effects difficult to achieve with traditional animation tools. Katie Bassett, Ilya Baran, Johannes Schmid, Markus Gross 0001, Robert W. Sumner |
ACM Trans. Graph. | 5 |
| 2013 | Computational design of mechanical charactersabstractWe present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts of the character should move. For each motion curve, our framework creates an optimized mechanism that reproduces it as closely as possible. The resulting mechanisms are attached to the character and then connected to each other using gear trains, which are created in a semi-automated fashion. The mechanical assemblies generated with our system can be driven with a single input driver, such as a hand-operated crank or an electric motor, and they can be fabricated using rapid prototyping devices. We demonstrate the versatility of our approach by designing a wide range of mechanical characters, several of which we manufactured using 3D printing. While our pipeline is designed for characters driven by planar mechanisms, significant parts of it extend directly to non-planar mechanisms, allowing us to create characters with compelling 3D motions. Stelian Coros, Bernhard Thomaszewski, Gioacchino Noris, Shinjiro Sueda, Moira Forberg, Robert W. Sumner, Wojciech Matusik, Bernd Bickel |
ACM Trans. Graph. | 6 |
| 2013 | Topology-driven vectorization of clean line drawingsabstractVectorization provides a link between raster scans of pencil-and-paper drawings and modern digital processing algorithms that require accurate vector representations. Even when input drawings are comprised of clean, crisp lines, inherent ambiguities near junctions make vectorization deceptively difficult. As a consequence, current vectorization approaches often fail to faithfully capture the junctions of drawn strokes. We propose a vectorization algorithm specialized for clean line drawings that analyzes the drawing's topology in order to overcome junction ambiguities. A gradient-based pixel clustering technique facilitates topology computation. This topological information is exploited during centerline extraction by a new “reverse drawing” procedure that reconstructs all possible drawing states prior to the creation of a junction and then selects the most likely stroke configuration. For cases where the automatic result does not match the artist's interpretation, our drawing analysis enables an efficient user interface to easily adjust the junction location. We demonstrate results on professional examples and evaluate the vectorization quality with quantitative comparison to hand-traced centerlines as well as the results of leading commercial algorithms. Gioacchino Noris, Alexander Sorkine-Hornung, Robert W. Sumner, Maryann Simmons, Markus Gross 0001 |
ACM Trans. Graph. | 3 |
| 2012 | Iterative Image WarpingabstractAbstract Animated image sequences often exhibit a large amount of inter‐frame coherence which standard rendering algorithms and pipelines are ill‐equipped to exploit, limiting their efficiency. To address this inefficiency we transfer rendering results across frames using a novel image warping algorithm based on fixed point iteration. We analyze the behavior of the iteration and describe two alternative algorithms designed to suit different performance requirements. Further, to demonstrate the versatility of our approach we apply it to a number of spatio‐temporal rendering problems including 30‐to‐60Hz frame upsampling, stereoscopic 3D conversion, defocus and motion blur. Finally we compare our approach against existing image warping methods and demonstrate a significant performance improvement. Huw Bowles, Kenny Mitchell, Robert W. Sumner, Jeremy Moore, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2012 | Smart Scribbles for Sketch SegmentationabstractAbstract We present ‘Smart Scribbles’—a new scribble‐based interface for user‐guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke‐to‐stroke and scribble‐to‐stroke relationships. Although the minimization of this energy is, in general, an NP‐hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labellings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as‐rigid‐as‐possible deformation and registration, and on‐the‐fly labelling based on pre‐classified guidelines. Gioacchino Noris, Daniel Sýkora, Arik Shamir, Stelian Coros, Brian Whited, Maryann Simmons, Alexander Sorkine-Hornung, Markus Gross 0001, Robert W. Sumner |
Comput. Graph. Forum | 9 |
| 2012 | Coupled 3D reconstruction of sparse facial hair and skinabstractAlthough facial hair plays an important role in individual expression, facial-hair reconstruction is not addressed by current face-capture systems. Our research addresses this limitation with an algorithm that treats hair and skin surface capture together in a coupled fashion so that a high-quality representation of hair fibers as well as the underlying skin surface can be reconstructed. We propose a passive, camera-based system that is robust against arbitrary motion since all data is acquired within the time period of a single exposure. Our reconstruction algorithm detects and traces hairs in the captured images and reconstructs them in 3D using a multiview stereo approach. Our coupled skin-reconstruction algorithm uses information about the detected hairs to deliver a skin surface that lies underneath all hairs irrespective of occlusions. In dense regions like eyebrows, we employ a hair-synthesis method to create hair fibers that plausibly match the image data. We demonstrate our scanning system on a number of individuals and show that it can successfully reconstruct a variety of facial-hair styles together with the underlying skin surface. Thabo Beeler, Bernd Bickel, Gioacchino Noris, Paul A. Beardsley, Steve Marschner, Robert W. Sumner, Markus Gross 0001 |
ACM Trans. Graph. | 6 |
| 2012 | Deformable objects alive!abstractWe present a method for controlling the motions of active deformable characters. As an underlying principle, we require that all motions be driven by internal deformations. We achieve this by dynamically adapting rest shapes in order to induce deformations that, together with environment interactions, result in purposeful and physically-plausible motions. Rest shape adaptation is a powerful concept and we show that by restricting shapes to suitable subspaces, it is possible to explicitly control the motion styles of deformable characters. Our formulation is general and can be combined with arbitrary elastic models and locomotion controllers. We demonstrate the efficiency of our method by animating curve, shell, and solid-based characters whose motion repertoires range from simple hopping to complex walking behaviors. Stelian Coros, Sebastian Martin, Bernhard Thomaszewski, Robert W. Sumner, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2012 | Rig-space physicsabstractWe present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animator's rig. Our framework fits seamlessly into the workflow typically employed by artists, as our output consists of animation curves that are identical in nature to the result of manual keyframing. Artists can therefore explore the full spectrum between handcrafted animation and unrestricted physical simulation. To enhance the artist's control, we provide a method that transforms stiffness values defined on rig parameters to a non-homogeneous distribution of material parameters for the underlying FEM model. In addition, we use automatically extracted high-level rig parameters to intuitively edit the results of our simulations, and also to speed up computation. To demonstrate the effectiveness of our method, we create compelling results by adding rich physical motions to coarse input animations. In the absence of artist input, we create realistic passive motion directly in rig space. Fabian Hahn, Sebastian Martin, Bernhard Thomaszewski, Robert W. Sumner, Stelian Coros, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2011 | Light factorization for mixed-frequency shadows in augmented realityabstractIntegrating animated virtual objects with their surroundings for high-quality augmented reality requires both geometric and radio-metric consistency. We focus on the latter of these problems and present an approach that captures and factorizes external lighting in a manner that allows for realistic relighting of both animated and static virtual objects. Our factorization facilitates a combination of hard and soft shadows, with high-performance, in a manner that is consistent with the surrounding scene lighting. Derek Nowrouzezahrai, Stefan Geiger, Kenny Mitchell, Robert W. Sumner, Wojciech Jarosz, Markus Gross 0001 |
ISMAR | 4 |
| 2011 | Mixed-order compositing for 3D paintingsabstractWe present a method for rendering 3D paintings by compositing brush strokes embedded in space. The challenge in compositing 3D brush strokes is reconciling conflicts between their z -order in 3D and the order in which the strokes were painted, while maintaining temporal and spatial coherence. Our algorithm smoothly transitions between compositing closer strokes over those farther away and compositing strokes painted later over those painted earlier. It is efficient, running in O ( n log n ) time, and simple to implement. We demonstrate its effectiveness on a variety of 3D paintings. Ilya Baran, Johannes Schmid, Thomas Siegrist, Markus Gross 0001, Robert W. Sumner |
ACM Trans. Graph. | 5 |
| 2011 | High-quality passive facial performance capture using anchor framesabstractWe present a new technique for passive and markerless facial performance capture based on anchor frames . Our method starts with high resolution per-frame geometry acquisition using state-of-the-art stereo reconstruction, and proceeds to establish a single triangle mesh that is propagated through the entire performance. Leveraging the fact that facial performances often contain repetitive subsequences, we identify anchor frames as those which contain similar facial expressions to a manually chosen reference expression. Anchor frames are automatically computed over one or even multiple performances. We introduce a robust image-space tracking method that computes pixel matches directly from the reference frame to all anchor frames, and thereby to the remaining frames in the sequence via sequential matching. This allows us to propagate one reconstructed frame to an entire sequence in parallel, in contrast to previous sequential methods. Our anchored reconstruction approach also limits tracker drift and robustly handles occlusions and motion blur. The parallel tracking and mesh propagation offer low computation times. Our technique will even automatically match anchor frames across different sequences captured on different occasions, propagating a single mesh to all performances. Thabo Beeler, Fabian Hahn, Derek Bradley, Bernd Bickel, Paul A. Beardsley, Craig Gotsman, Robert W. Sumner, Markus Gross 0001 |
ACM Trans. Graph. | 7 |
| 2011 | OverCoat: an implicit canvas for 3D paintingabstractWe present a technique to generalize the 2D painting metaphor to 3D that allows the artist to treat the full 3D space as a canvas. Strokes painted in the 2D viewport window must be embedded in 3D space in a way that gives creative freedom to the artist while maintaining an acceptable level of controllability. We address this challenge by proposing a canvas concept defined implicitly by a 3D scalar field. The artist shapes the implicit canvas by creating approximate 3D proxy geometry. An optimization procedure is then used to embed painted strokes in space by satisfying different objective criteria defined on the scalar field. This functionality allows us to implement tools for painting along level set surfaces or across different level sets. Our method gives the power of fine-tuning the implicit canvas to the artist using a unified painting/sculpting metaphor. A sculpting tool can be used to paint into the implicit canvas. Rather than adding color, this tool creates a local change in the scalar field that results in outward or inward protrusions along the field's gradient direction. We address a visibility ambiguity inherent in 3D stroke rendering with a depth offsetting method that is well suited for hardware acceleration. We demonstrate results with a number of 3D paintings that exhibit effects difficult to realize with existing systems. Johannes Schmid, Martin Sebastian Senn, Markus Gross 0001, Robert W. Sumner |
ACM Trans. Graph. | 4 |
| 2010 | Visibility Transition Planning for Dynamic Camera Control
Thomas Oskam, Robert W. Sumner, Nils Thürey, Markus Gross 0001 |
MIG | 2 |
| 2010 | BetweenIT: An Interactive Tool for Tight InbetweeningabstractAbstract The generation of inbetween frames that interpolate a given set of key frames is a major component in the production of a 2D feature animation. Our objective is to considerably reduce the cost of the inbetweening phase by offering an intuitive and effective interactive environment that automates inbetweening when possible while allowing the artist to guide, complement, or override the results.Tightinbetweens, which interpolate similar key frames, are particularly time‐consuming and tedious to draw. Therefore, we focus on automating these high‐precision and expensive portions of the process. We have designed a set of user‐guided semi‐automatic techniques that fit well with current practice and minimize the number of required artist‐gestures. We present a novel technique for stroke interpolation from only two keys which combines a stroke motion constructed from logarithmic spiral vertex trajectories with a stroke deformation based on curvature averaging and twisting warps. We discuss our system in the context of a feature animation production environment and evaluate our approach with real production data. Brian Whited, Gioacchino Noris, Maryann Simmons, Robert W. Sumner, Markus Gross 0001, Jarek Rossignac |
Comput. Graph. Forum | 4 |
| 2010 | High-quality single-shot capture of facial geometryabstractThis paper describes a passive stereo system for capturing the 3D geometry of a face in a single-shot under standard light sources. The system is low-cost and easy to deploy. Results are submillimeter accurate and commensurate with those from state-of-the-art systems based on active lighting, and the models meet the quality requirements of a demanding domain like the movie industry. Recovered models are shown for captures from both high-end cameras in a studio setting and from a consumer binocular-stereo camera, demonstrating scalability across a spectrum of camera deployments, and showing the potential for 3D face modeling to move beyond the professional arena and into the emerging consumer market in stereoscopic photography. Our primary technical contribution is a modification of standard stereo refinement methods to capture pore-scale geometry, using a qualitative approach that produces visually realistic results. The second technical contribution is a calibration method suited to face capture systems. The systemic contribution includes multiple demonstrations of system robustness and quality. These include capture in a studio setup, capture off a consumer binocular-stereo camera, scanning of faces of varying gender and ethnicity and age, capture of highly-transient facial expression, and scanning a physical mask to provide ground-truth validation. Thabo Beeler, Bernd Bickel, Paul A. Beardsley, Robert W. Sumner, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2010 | Programmable motion effectsabstractAlthough animation is one of the most compelling aspects of computer graphics, the possibilities for depicting the movement that make dynamic scenes so exciting remain limited for both still images and animations. In our work, we experiment with motion depiction as a first-class entity within the rendering process. We extend the concept of a surface shader, which is evaluated on an infinitesimal portion of an object's surface at one instant in time, to that of a programmable motion effect, which is evaluated with global knowledge about all portions of an object's surface that pass in front of a pixel during an arbitrary long sequence of time. With this added information, our programmable motion effects can decide to color pixels long after (or long before) an object has passed in front of them. In order to compute the input required by the motion effects, we propose a 4D data structure that aggregates an object's movement into a single geometric representation by sampling an object's position at different time instances and connecting corresponding edges in two adjacent samples with a bilinear patch. We present example motion effects for various styles of speed lines, multiple stroboscopic images, temporal offsetting, and photorealistic and stylized blurring on both simple and production examples. Johannes Schmid, Robert W. Sumner, Huw Bowles, Markus Gross 0001 |
ACM Trans. Graph. | 2 |
| 2008 | Curvature-Domain Shape ProcessingabstractAbstract We propose a framework for 3D geometry processing that provides direct access to surface curvature to facilitate advanced shape editing, filtering, and synthesis algorithms. The central idea is to map a given surface to the curvature domain by evaluating its principle curvatures, apply filtering and editing operations to the curvature distribution, and reconstruct the resulting surface using an optimization approach. Our system allows the user to prescribe arbitrary principle curvature values anywhere on the surface. The optimization solves a nonlinear least‐squares problem to find the surface that best matches the desired target curvatures while preserving important properties of the original shape. We demonstrate the effectiveness of this processing metaphor with several applications, including anisotropic smoothing, feature enhancement, and multi‐scale curvature editing. Michael Eigensatz, Robert W. Sumner, Mark Pauly |
Comput. Graph. Forum | 2 |
| 2008 | Global Correspondence Optimization for Non-Rigid Registration of Depth ScansabstractAbstract We present a registration algorithm for pairs of deforming and partial range scans that addresses the challenges of non‐rigid registration within a single non‐linear optimization. Our algorithm simultaneously solves for correspondences between points on source and target scans, confidence weights that measure the reliability of each correspondence and identify non‐overlapping areas, and a warping field that brings the source scan into alignment with the target geometry. The optimization maximizes the region of overlap and the spatial coherence of the deformation while minimizing registration error. All optimization parameters are chosen automatically; hand‐tuning is not necessary. Our method is not restricted to part‐in‐whole matching, but addresses the general problem of partial matching, and requires no explicit prior correspondences or feature points. We evaluate the performance and robustness of our method using scan data acquired by a structured light scanner and compare our method with existing non‐rigid registration algorithms. Hao Li 0015, Robert W. Sumner, Mark Pauly |
Comput. Graph. Forum | 2 |
| 2008 | Automatic generation of tourist mapsabstractTourist maps are essential resources for visitors to an unfamiliar city because they visually highlight landmarks and other points of interest. Yet, hand-designed maps are static representations that cannot adapt to the needs and tastes of the individual tourist. In this paper we present an automated system for designing tourist maps that selects and highlights the information that is most important to tourists. Our system determines the salience of map elements using bottom-up vision-based image analysis and top-down web-based information extraction techniques. It then generates a map that emphasizes the most important elements, using a combination of multiperspective rendering to increase visibility of streets and landmarks, and cartographic generalization techniques such as simplification, deformation, and displacement to emphasize landmarks and de-emphasize less important buildings. We show a number of automatically generated tourist maps of San Francisco and compare them to existing automated and manual approaches. Floraine Grabler, Maneesh Agrawala, Robert W. Sumner, Mark Pauly |
ACM Trans. Graph. | 3 |
| 2007 | Embedded deformation for shape manipulationabstractWe present an algorithm that generates natural and intuitive deformations via direct manipulation for a wide range of shape representations and editing scenarios. Our method builds a space deformation represented by a collection of affine transformations organized in a graph structure. One transformation is associated with each graph node and applies a deformation to the nearby space. Positional constraints are specified on the points of an embedded object. As the user manipulates the constraints, a nonlinear minimization problem is solved to find optimal values for the affine transformations. Feature preservation is encoded directly in the objective function by measuring the deviation of each transformation from a true rotation. This algorithm addresses the problem of "embedded deformation" since it deforms space through direct manipulation of objects embedded within it, while preserving the embedded objects' features. We demonstrate our method by editing meshes, polygon soups, mesh animations, and animated particle systems. Robert W. Sumner, Johannes Schmid, Mark Pauly |
ACM Trans. Graph. | 1 |
| 2006 | Inverse kinematics for reduced deformable modelsabstractArticulated shapes are aptly described by reduced deformable models that express required shape deformations using a compact set of control parameters. Although sufficient to describe most shape deformations, these control parameters can be ill-suited for animation tasks, particularly when reduced deformable models are inferred automatically from example shapes. Our algorithm provides intuitive and direct control of reduced deformable models similar to a conventional inverse-kinematics algorithm for jointed rigid structures. We present a fully automated pipeline that transforms a set of unarticulated example shapes into a controllable, articulated model. With only a few manipulations, an animator can automatically and interactively pose detailed shapes at rates independent of their geometric complexity. Kevin G. Der, Robert W. Sumner, Jovan Popovic |
ACM Trans. Graph. | 2 |
| 2005 | Mesh-based inverse kinematicsabstractThe ability to position a small subset of mesh vertices and produce a meaningful overall deformation of the entire mesh is a fundamental task in mesh editing and animation. However, the class of meaningful deformations varies from mesh to mesh and depends on mesh kinematics, which prescribes valid mesh configurations, and a selection mechanism for choosing among them. Drawing an analogy to the traditional use of skeleton-based inverse kinematics for posing skeletons. we define mesh-based inverse kinematics as the problem of finding meaningful mesh deformations that meet specified vertex constraints.Our solution relies on example meshes to indicate the class of meaningful deformations. Each example is represented with a feature vector of deformation gradients that capture the affine transformations which individual triangles undergo relative to a reference pose. To pose a mesh, our algorithm efficiently searches among all meshes with specified vertex positions to find the one that is closest to some pose in a nonlinear span of the example feature vectors. Since the search is not restricted to the span of example shapes, this produces compelling deformations even when the constraints require poses that are different from those observed in the examples. Furthermore, because the span is formed by a nonlinear blend of the example feature vectors, the blending component of our system may also be used independently to pose meshes by specifying blending weights or to compute multi-way morph sequences. Robert W. Sumner, Matthias Zwicker, Craig Gotsman, Jovan Popovic |
ACM Trans. Graph. | 1 |
| 2004 | Deformation transfer for triangle meshesabstractDeformation transfer applies the deformation exhibited by a source triangle mesh onto a different target triangle mesh. Our approach is general and does not require the source and target to share the same number of vertices or triangles, or to have identical connectivity. The user builds a correspondence map between the triangles of the source and those of the target by specifying a small set of vertex markers. Deformation transfer computes the set of transformations induced by the deformation of the source mesh, maps the transformations through the correspondence from the source to the target, and solves an optimization problem to consistently apply the transformations to the target shape. The resulting system of linear equations can be factored once, after which transferring a new deformation to the target mesh requires only a backsubstitution step. Global properties such as foot placement can be achieved by constraining vertex positions. We demonstrate our method by retargeting full body key poses, applying scanned facial deformations onto a digital character, and remapping rigid and non-rigid animation sequences from one mesh onto another. Robert W. Sumner, Jovan Popovic |
ACM Trans. Graph. | 1 |
| 1999 | Animating Sand, Mud, and SnowabstractComputer 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 runners leave no footprints. In this paper, we describe a simulation model of ground surfaces that can be deformed by the impact of rigid body models of animated characters. To demonstrate the algorithms, we show footprints made by a runner in sand, mud, and snow as well as bicycle tire tracks, a bicycle crash, and a falling runner. The shapes of the footprints in the three surfaces are quite different, but the effects were controlled through only five essentially independent parameters. To assess the realism of the resulting motion, we compare the simulated footprints to human footprints in sand. Robert W. Sumner, James F. O'Brien, Jessica K. Hodgins |
Comput. Graph. Forum | 1 |
| 1998 | Animating Sand, Mud & Snow
Robert W. Sumner, James F. O'Brien, Jessica K. Hodgins |
Graphics Interface | 1 |