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Yu Xi Lee

dblp:346/0805 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
0009-0000-4303-5543ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.712023
Contact Edit: Artist Tools for Intuitive Modeling of Hand-Object Interactions · ACM Trans. Graph. 2023
Computer animation and physical simulation
contact modeling
0.712023
Contact Edit: Artist Tools for Intuitive Modeling of Hand-Object Interactions · ACM Trans. Graph. 2023

Methods — techniques the papers use, named apart from their topics

triangulated surface manipulation · 1.3isometry-preserving operations · 1.3
YearPublicationVenuePosition
2023 Contact Edit: Artist Tools for Intuitive Modeling of Hand-Object Interactions
abstract
Posing high-contact interactions is challenging and time-consuming, with hand-object interactions being especially difficult due to the large number of degrees of freedom (DOF) of the hand and the fact that humans are experts at judging hand poses. This paper addresses this challenge by elevating contact areas to first-class primitives. We provide end-to-end art-directable (EAD) tools to model interactions based on contact areas, directly manipulate contact areas, and compute corresponding poses automatically. To make these operations intuitive and fast, we present a novel axis-based contact model that supports real-time approximately isometry-preserving operations on triangulated surfaces, permits movement between surfaces, and is both robust and scalable to large areas. We show that use of our contact model facilitates high quality posing even for unconstrained, high-DOF custom rigs intended for traditional keyframe-based animation pipelines. We additionally evaluate our approach with comparisons to prior art, ablation studies, user studies, qualitative assessments, and extensions to full-body interaction.
Arjun Lakshmipathy, Nicole Feng, Yu Xi Lee, Moshe Mahler, Nancy S. Pollard
ACM Trans. Graph.3