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Steven Gabriel

dblp:05/552 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1992
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
Geometric modeling and processing · 67% Computer animation and physical simulation · 33%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › motion synthesis
motion interpolation
0.011992
Smooth interpolation of orientations with angular velocity constraints using quaternions · SIGGRAPH 1992
Geometric modeling and processing
orientation interpolation
0.011992
Smooth interpolation of orientations with angular velocity constraints using quaternions · SIGGRAPH 1992

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

quaternion spline · 0.0optimization · 0.0finite differences · 0.0
YearPublicationVenuePosition
1992 Smooth interpolation of orientations with angular velocity constraints using quaternions
abstract
In this paper we present methods to smoothly interpolate orientations, given N rotational keyframes of an object along a trajectory. The methods allow the user to impose constraints on the rotational path, such as the angular velocity at the endpoints of the trajectory. We convert the rotations to quaternions, and then spline in that non-Euclidean space. Analogous to the mathematical foundations of flat-space spline curves, we minimize the net "tangential acceleration" of the quaternion path. We replace the flat-space quantities with curved-space quantities, and numerically solve the resulting equation with finite difference and optimization methods. 1 Introduction The problem of using spline curves to smoothly interpolate mathematical quantities in flat Euclidean spaces is a well-studied problem in computer graphics [bartels et al 87], [kochanek&bartels 84]. Many quantities important to computer graphics, however, such as rotations, lie in non-Euclidean spaces. In 1985, a method to...
Alan H. Barr, Bena L. Currin, Steven Gabriel, John F. Hughes
SIGGRAPH3