Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Marco da Silva

dblp:55/760 · DBLP profile ↗
← Back
6ranked-venue papers
3as first author
0since 2021 · last 2009
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorHuman-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
4 papers
Computer animation and physical simulation · 87% Visualization and visual analytics · 13%
Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 100%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.222009
Linear Bellman combination for control of character animation · ACM Trans. Graph. 2009
Interactive simulation of stylized human locomotion · ACM Trans. Graph. 2008
Computer animation and physical simulation › character control
physics-based character control
0.222009
Linear Bellman combination for control of character animation · ACM Trans. Graph. 2009
Interactive simulation of stylized human locomotion · ACM Trans. Graph. 2008
Computer animation and physical simulation
deformable body simulation
0.112009
Deformable object animation using reduced optimal control · ACM Trans. Graph. 2009
Computer animation and physical simulation
keyframe animation
0.112009
Deformable object animation using reduced optimal control · ACM Trans. Graph. 2009
Computer animation and physical simulation › optimization-based animation
spacetime optimization
0.112009
Deformable object animation using reduced optimal control · ACM Trans. Graph. 2009
Computer animation and physical simulation › character control
locomotion control
0.112008
Interactive simulation of stylized human locomotion · ACM Trans. Graph. 2008
Visualization and visual analytics › visualization evaluation
user study
0.112005
Comparing 2D Vector Field Visualization Methods: A User Study · IEEE Trans. Vis. Comput. Graph. 2005
Visualization and visual analytics › scientific visualization › field visualization
vector field visualization
0.112005
Comparing 2D Vector Field Visualization Methods: A User Study · IEEE Trans. Vis. Comput. Graph. 2005

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

t-test · 0.1inferential confidence intervals · 0.1analysis of variance · 0.1reduced optimal control · 0.1optimal control · 0.1finite element method · 0.1dynamic programming · 0.1reference motion · 0.1control systems · 0.1
YearPublicationVenuePosition
2009 Deformable object animation using reduced optimal control
abstract
Keyframe animation is a common technique to generate animations of deformable characters and other soft bodies. With spline interpolation, however, it can be difficult to achieve secondary motion effects such as plausible dynamics when there are thousands of degrees of freedom to animate. Physical methods can provide more realism with less user effort, but it is challenging to apply them to quickly create specific animations that closely follow prescribed animator goals. We present a fast space-time optimization method to author physically based deformable object simulations that conform to animator-specified keyframes. We demonstrate our method with FEM deformable objects and mass-spring systems. Our method minimizes an objective function that penalizes the sum of keyframe deviations plus the deviation of the trajectory from physics. With existing methods, such minimizations operate in high dimensions, are slow, memory consuming, and prone to local minima. We demonstrate that significant computational speedups and robustness improvements can be achieved if the optimization problem is properly solved in a low-dimensional space. Selecting a low-dimensional space so that the intent of the animator is accommodated, and that at the same time space-time optimization is convergent and fast, is difficult. We present a method that generates a quality low-dimensional space using the given keyframes. It is then possible to find quality solutions to difficult space-time optimization problems robustly and in a manner of minutes.
Jernej Barbic, Marco da Silva, Jovan Popovic
ACM Trans. Graph.2
2009 Linear Bellman combination for control of character animation
abstract
Controllers are necessary for physically-based synthesis of character animation. However, creating controllers requires either manual tuning or expensive computer optimization. We introduce linear Bellman combination as a method for reusing existing controllers. Given a set of controllers for related tasks, this combination creates a controller that performs a new task. It naturally weights the contribution of each component controller by its relevance to the current state and goal of the system. We demonstrate that linear Bellman combination outperforms naive combination often succeeding where naive combination fails. Furthermore, this combination is provably optimal for a new task if the component controllers are also optimal for related tasks. We demonstrate the applicability of linear Bellman combination to interactive character control of stepping motions and acrobatic maneuvers.
Marco da Silva, Frédo Durand, Jovan Popovic
ACM Trans. Graph.1
2008 Simulation of Human Motion Data using Short-Horizon Model-Predictive Control
abstract
Abstract Many data‐driven animation techniques are capable of producing high quality motions of human characters. Few techniques, however, are capable of generating motions that are consistent with physically simulated environments. Physically simulated characters, in contrast, are automatically consistent with the environment, but their motions are often unnatural because they are difficult to control. We present a model‐predictive controller that yields natural motions by guiding simulated humans toward real motion data. During simulation, the predictive component of the controller solves a quadratic program to compute the forces for a short window of time into the future. These forces are then applied by a low‐gain proportional‐derivative component, which makes minor adjustments until the next planning cycle. The controller is fast enough for interactive systems such as games and training simulations. It requires no precomputation and little manual tuning. The controller is resilient to mismatches between the character dynamics and the input motion, which allows it to track motion capture data even where the real dynamics are not known precisely. The same principled formulation can generate natural walks, runs, and jumps in a number of different physically simulated surroundings.
Marco da Silva, Yeuhi Abe, Jovan Popovic
Comput. Graph. Forum1
2008 Interactive simulation of stylized human locomotion
abstract
Animating natural human motion in dynamic environments is difficult because of complex geometric and physical interactions. Simulation provides an automatic solution to parts of this problem, but it needs control systems to produce lifelike motions. This paper describes the systematic computation of controllers that can reproduce a range of locomotion styles in interactive simulations. Given a reference motion that describes the desired style, a derived control system can reproduce that style in simulation and in new environments. Because it produces high-quality motions that are both geometrically and physically consistent with simulated surroundings, interactive animation systems could begin to use this approach along with more established kinematic methods.
Marco da Silva, Yeuhi Abe, Jovan Popovic
ACM Trans. Graph.1
2005 Comparing 2D Vector Field Visualization Methods: A User Study
abstract
We present results from a user study that compared six visualization methods for two-dimensional vector data. Users performed three simple but representative tasks using visualizations from each method: 1) locating all critical points in an image, 2) identifying critical point types, and 3) advecting a particle. Visualization methods included two that used different spatial distributions of short arrow icons, two that used different distributions of integral curves, one that used wedges located to suggest flow lines, and line-integral convolution (LIC). Results show different strengths and weaknesses for each method. We found that users performed these tasks better with methods that: 1) showed the sign of vectors within the vector field, 2) visually represented integral curves, and 3) visually represented the locations of critical points. Expert user performance was not statistically different from nonexpert user performance. We used several methods to analyze the data including omnibus analysis of variance, pairwise t-tests, and graphical analysis using inferential confidence intervals. We concluded that using the inferential confidence intervals for displaying the overall pattern of results for each task measure and for performing subsequent pairwise comparisons of the condition means was the best method for analyzing the data in this study. These results provide quantitative support for some of the anecdotal evidence concerning visualization methods. The tasks and testing framework also provide a basis for comparing other visualization methods, for creating more effective methods and for defining additional tasks to further understand the tradeoffs among the methods. In the future, we also envision extending this work to more ambitious comparisons, such as evaluating two-dimensional vectors on two-dimensional surfaces embedded in three-dimensional space and defining analogous tasks for three-dimensional visualization methods.
David H. Laidlaw, Robert M. Kirby, Cullen D. Jackson, J. Scott Davidson, Timothy S. Miller, Marco da Silva, William H. Warren, Michael J. Tarr
IEEE Trans. Vis. Comput. Graph.6
2001 Quantitative Comparative Evaluation of 2D Vector Field Visualization Methods
abstract
Presents results from a user study that compared six visualization methods for 2D vector data. Two methods used different distributions of short arrows, two used different distributions of integral curves, one used wedges located to suggest flow lines, and the final one was line-integral convolution (LIC). We defined three simple but representative tasks for users to perform using visualizations from each method: (1) locating all critical points in an image, (2) identifying critical point types, and (3) advecting a particle. The results show different strengths and weaknesses for each method. We found that users performed better with methods that: (1) showed the sign of vectors within the vector field, (2) visually represented integral curves, and (3) visually represented the locations of critical points. These results provide quantitative support for some of the anecdotal evidence concerning visualization methods. The tasks and testing framework also provide a basis for comparing other visualization methods, for creating more effective methods and for defining additional tasks to further understand tradeoffs among methods. They may also be useful for evaluating 2D vectors on 2D surfaces embedded in 3D and for defining analogous tasks for 3D visualization methods.
David H. Laidlaw, Robert M. Kirby, J. Scott Davidson, Timothy S. Miller, Marco da Silva, William H. Warren, Michael J. Tarr
IEEE Visualization5