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J. Thomas Ngo

dblp:08/648 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 1997
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1 · 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
3 papers
Computer animation and physical simulation · 81% Rendering · 19%
Theoretical computer science
1 paper
Mathematical optimization · 100%
Artificial intelligence
1 paper
Planning, search and constraint satisfaction · 50% Optimization for machine learning · 50%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › character animation
articulated figure animation
0.011995
Further Experience with Controller-Based Automatic Motion Synthesis for Articulated Figures · ACM Trans. Graph. 1995
Computer animation and physical simulation
motion synthesis
0.011995
Further Experience with Controller-Based Automatic Motion Synthesis for Articulated Figures · ACM Trans. Graph. 1995
Rendering
physically based rendering
0.011994
Optimization - an emerging tool in computer graphics · SIGGRAPH 1994
Computer animation and physical simulation › optimization-based animation
spacetime constraints
0.011993
Spacetime constraints revisited · SIGGRAPH 1993
Computer animation and physical simulation › motion planning
trajectory generation
0.011993
Spacetime constraints revisited · SIGGRAPH 1993
Mathematical optimization
continuous optimization
0.011994
Optimization - an emerging tool in computer graphics · SIGGRAPH 1994
Mathematical optimization › numerical computation
numerical optimization
0.011994
Optimization - an emerging tool in computer graphics · SIGGRAPH 1994
Machine learning › Optimization for machine learning › evolutionary computation
genetic algorithms
0.011993
Spacetime constraints revisited · SIGGRAPH 1993
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search
0.011993
Spacetime constraints revisited · SIGGRAPH 1993

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

optimization · 0.0massively parallel computing · 0.0genetic algorithm · 0.0automatic motion synthesis algorithm · 0.0
YearPublicationVenuePosition
1997 Automatic motion synthesis for 3D mass-spring models
Jon Christensen, Joe Marks, J. Thomas Ngo
Vis. Comput.3
1995 N-body spacetime constraints
abstract
Abstract Animators frequently choreograph complex motions for multiple objects that interact through collision and obstruction. In such situations, the use of physically based dynamics to confer visual realism creates challenging computational problems. Typically forward simulation is well understood, but the inverse problem of motion synthesis—that of synthesizing motions consistent both with physical law and with the animator's requirements—is generally tedious and sometimes intractable. We show how N‐body inverse problems can be formulated as optimization tasks. We present a simply stated, but combinatorially formidable example that exhibits all of the essential sources of complexity common to N‐body motion synthesis, and show how it can be solved approximately using heuristic methods based on evolutionary computation.
Diane Tang, J. Thomas Ngo, Joe Marks
Comput. Animat. Virtual Worlds2
1995 Further Experience with Controller-Based Automatic Motion Synthesis for Articulated Figures
abstract
We extend an earlier automatic motion-synthesis algorithm for physically realistic articulated figures in several ways. First, we summarize several incremental improvements to the original algorithm that improve its efficiency significantly and provide the user with some ability to influence what motions are generated. These techniques can be used by an animator to achieve a desired movement style, or they can be used to guarantee variety in the motions synthesized over several runs of the algorithm. Second, we report on new mechanisms that support the concatenation of existing, automatically generated motion controllers to produce complex, composite movement. Finally, we describe initial work on generalizing the techniques from 2D to 3D articulated figures. Taken together, these results illustrate the promise and challenges afforded by the controller-based approach to automatic motion synthesis for computer animation.
Joel Auslander, Alex S. Fukunaga, Hadi Partovi, Jon Christensen, Lloyd Hsu, Peter Reiss, Andrew Shuman, Joe Marks, J. Thomas Ngo
ACM Trans. Graph.9
1994 Optimization - an emerging tool in computer graphics
abstract
No abstract available.
Joe Marks, Michael F. Cohen, J. Thomas Ngo, Stuart M. Shieber, John Snyder
SIGGRAPH3
1993 Spacetime constraints revisited
abstract
The Spacetime Constraints (SC) paradigm, whereby the animator specifies what an animated figure should do but not how to do it, is a very appealing approach to animation. However, the algorithms available for realizing the SC approach are limited. Current techniques are local in nature: they all use some kind of perturbational analysis to refine an initial trajectory. We propose a global search algorithm that is capable of generating multiple novel trajectories for SC problems from scratch. The key elements of our search strategy are a method for encoding trajectories as behaviors, and a genetic search algorithm for choosing behavior parameters that is currently implemented on a massively parallel computer. We describe the algorithm and show computed solutions to SC problems for 2D articulated figures. CR Categories: I.2.6 [Artificial Intelligence]: Learning--- parameter learning. I.2.6 [Artificial Intelligence]: Problem Solving, Control Methods and Search---heuristic methods. I.3.7 [...
J. Thomas Ngo, Joe Marks
SIGGRAPH1
1993 Physically Realistic Motion Synthesis in Animation
abstract
Motion-synthesis problems arise in the creation of physically realistic animations involving autonomous characters. Trpically characters are required to perform goal tasks, subject to physical law and other constraints on their motion. Witkin and Kass (1988) dubbed this class of problems “Spacetime Constraints“ (SC) and presented results for specific problems involving an articulated figure. Their approach was based on a procedure for the local optimization of an initial approximate trajectory supplied by the user. Unfortunately, SC problems are typically multimodal and discontinuous, and the number of decision alternatives available at each time step can be exponential in the number of degrees of freedom in the system. Thus, constructing even coarse trajectories for subsequent optimization can be difficult. We present an algorithm that constructs such trajectories de novo, without directive input from the user. Rather than use a time-series representation, which might be appropriate for local optimization, our algorithm uses a stimulus-response model. Locomotive skills appropriate for the given articulated figure are acquired through repeated testing of (simulated) reality. Our initial implementation, which chooses stimulus-response parameters using a parallel genetic algorithm, succeeds in finding good, novel solutions for a test suite of SC problems involving unbranched 2-D linkages.
J. Thomas Ngo, Joe Marks
Evol. Comput.1