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Thanh Giang

dblp:63/5012 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2006
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author

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
Rendering · 77% Computer animation and physical simulation · 23%

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

TopicWeightPapersLastEvidence papers
Rendering
level of detail
0.012003
Evaluating the visual fidelity of physically based animations · ACM Trans. Graph. 2003
Computer animation and physical simulation › multibody dynamics simulation
constrained dynamics
0.012003
Evaluating the visual fidelity of physically based animations · ACM Trans. Graph. 2003

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

psychophysical experiment · 0.0probability function derivation · 0.0
YearPublicationVenuePosition
2006 Approximate collision response using closest feature maps
Thanh Giang, Carol O'Sullivan
Comput. Graph.1
2003 Evaluating the visual fidelity of physically based animations
abstract
For many systems that produce physically based animations, plausibility rather than accuracy is acceptable. We consider the problem of evaluating the visual quality of animations in which physical parameters have been distorted or degraded, either unavoidably due to real-time frame-rate requirements, or intentionally for aesthetic reasons. To date, no generic means of evaluating or predicting the fidelity, either physical or visual, of the dynamic events occurring in an animation exists. As a first step towards providing such a metric, we present a set of psychophysical experiments that established some thresholds for human sensitivity to dynamic anomalies, including angular, momentum and spatio-temporal distortions applied to simple animations depicting the elastic collision of two rigid objects. In addition to finding significant acceptance thresholds for these distortions under varying conditions, we identified some interesting biases that indicate non-symmetric responses to these distortions (e.g., expansion of the angle between post-collision trajectories was preferred to contraction and increases in velocity were preferred to decreases). Based on these results, we derived a set of probability functions that can be used to evaluate the visual fidelity of a physically based simulation. To illustrate how our results could be used, two simple case studies of simulation levels of detail and constrained dynamics are presented.
Carol O'Sullivan, John Dingliana, Thanh Giang, Mary K. Kaiser
ACM Trans. Graph.3
2002 Levels of Detail for Crowds and Groups
abstract
Abstract Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two‐dimensional imposter. Approaches that reduce the complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which incorporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social. ACM CSS: I.3.7 Three‐Dimensional Graphics and Realism—Animation
Carol O'Sullivan, Justine Cassell, Hannes Högni Vilhjálmsson, John Dingliana, Simon Dobbyn, B. McNamee, Christopher Peters 0001, Thanh Giang
Comput. Graph. Forum8