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Adrien Treuille

dblp:78/2753 · DBLP profile ↗
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13ranked-venue papers
5as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 13 · 5 first-authorArtificial intelligence and machine learning · 1 · 1 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
12 papers
Computer animation and physical simulation · 82% Rendering · 12% Visual content generation and editing · 6%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%
Artificial intelligence
2 papers
Reinforcement learning · 55% 3D vision · 46%

Topics — the 18 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
model reduction
0.332013
Non-polynomial Galerkin projection on deforming meshes · ACM Trans. Graph. 2013
Modular bases for fluid dynamics · ACM Trans. Graph. 2009
Model reduction for real-time fluids · ACM Trans. Graph. 2006
Computer animation and physical simulation
cloth simulation
0.322013
Near-exhaustive precomputation of secondary cloth effects · ACM Trans. Graph. 2013
Stable spaces for real-time clothing · ACM Trans. Graph. 2010
Computer animation and physical simulation
real-time simulation
0.322014
Self-refining games using player analytics · ACM Trans. Graph. 2014
Model reduction for real-time fluids · ACM Trans. Graph. 2006
Computer animation and physical simulation
fluid simulation
0.232009
Modular bases for fluid dynamics · ACM Trans. Graph. 2009
Model reduction for real-time fluids · ACM Trans. Graph. 2006
Keyframe control of smoke simulations · ACM Trans. Graph. 2003
Computer animation and physical simulation
character animation
0.222010
Stable spaces for real-time clothing · ACM Trans. Graph. 2010
Near-optimal character animation with continuous control · ACM Trans. Graph. 2007
Computer animation and physical simulation
data-driven simulation
0.212013
Near-exhaustive precomputation of secondary cloth effects · ACM Trans. Graph. 2013
Computer animation and physical simulation › motion synthesis
motion graph
0.212013
Near-exhaustive precomputation of secondary cloth effects · ACM Trans. Graph. 2013
Collaborative and social computing
crowdsourcing
0.212013
Real-time drawing assistance through crowdsourcing · ACM Trans. Graph. 2013
Computer animation and physical simulation › character control
interactive character control
0.112007
Near-optimal character animation with continuous control · ACM Trans. Graph. 2007
Computer animation and physical simulation › motion capture
motion capture animation
0.112007
Near-optimal character animation with continuous control · ACM Trans. Graph. 2007
Computer animation and physical simulation
agent-based simulation
0.112006
Continuum crowds · ACM Trans. Graph. 2006
Computer animation and physical simulation
crowd simulation
0.112006
Continuum crowds · ACM Trans. Graph. 2006
Computer vision › 3D vision › stereo vision
stereo matching
0.012004
Example-Based Stereo with General BRDFs · ECCV (2) 2004
Rendering
adjoint method
0.012004
Fluid control using the adjoint method · ACM Trans. Graph. 2004
Rendering
bidirectional reflectance distribution function
0.012004
Example-Based Stereo with General BRDFs · ECCV (2) 2004
Computer animation and physical simulation › fluid simulation
fluid control
0.012004
Fluid control using the adjoint method · ACM Trans. Graph. 2004
Rendering › differentiable rendering
gradient estimation
0.012003
Keyframe control of smoke simulations · ACM Trans. Graph. 2003
Computer animation and physical simulation › fluid simulation
smoke simulation
0.012003
Keyframe control of smoke simulations · ACM Trans. Graph. 2003

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

precomputation sampling · 0.4player analytics · 0.4stroke-level modeling · 0.3crowdsourcing · 0.3tensor product representation · 0.2phase space exploration · 0.2motion graph construction · 0.2mesh compression · 0.2galerkin projection · 0.2collision resolution · 0.1example-based stereo · 0.0
YearPublicationVenuePosition
2014 Self-refining games using player analytics
abstract
Data-driven simulation demands good training data drawn from a vast space of possible simulations. While fully sampling these large spaces is infeasible, we observe that in practical applications, such as gameplay, users explore only a vanishingly small subset of the dynamical state space. In this paper we present a sampling approach that takes advantage of this observation by concentrating precomputation around the states that users are most likely to encounter. We demonstrate our technique in a prototype self-refining game whose dynamics improve with play, ultimately providing realistically rendered, rich fluid dynamics in real time on a mobile device. Our results show that our analytics-driven training approach yields lower model error and fewer visual artifacts than a heuristic training strategy.
Matt Stanton, Ben Humberston, Brandon Kase, James F. O'Brien, Kayvon Fatahalian, Adrien Treuille
ACM Trans. Graph.6
2013 Near-exhaustive precomputation of secondary cloth effects
abstract
The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute "everything" about a complex space. In this paper, we challenge that assumption by using several thousand CPU-hours to perform a massive exploration of the space of secondary clothing effects on a character animated through a large motion graph. Our system continually explores the phase space of cloth dynamics, incrementally constructing a secondary cloth motion graph that captures the dynamics of the system. We find that it is possible to sample the dynamical space to a low visual error tolerance and that secondary motion graphs containing tens of gigabytes of raw mesh data can be compressed down to only tens of megabytes. These results allow us to capture the effect of high-resolution, off-line cloth simulation for a rich space of character motion and deliver it efficiently as part of an interactive application.
Doyub Kim, Woojong Koh, Rahul Narain, Kayvon Fatahalian, Adrien Treuille, James F. O'Brien
ACM Trans. Graph.5
2013 Real-time drawing assistance through crowdsourcing
abstract
We propose a new method for the large-scale collection and analysis of drawings by using a mobile game specifically designed to collect such data. Analyzing this crowdsourced drawing database, we build a spatially varying model of artistic consensus at the stroke level. We then present a surprisingly simple stroke-correction method which uses our artistic consensus model to improve strokes in real-time. Importantly, our auto-corrections run interactively and appear nearly invisible to the user while seamlessly preserving artistic intent. Closing the loop, the game itself serves as a platform for large-scale evaluation of the effectiveness of our stroke correction algorithm.
Alex Limpaecher, Nicolas Feltman, Adrien Treuille, Michael F. Cohen
ACM Trans. Graph.3
2013 Non-polynomial Galerkin projection on deforming meshes
abstract
This paper extends Galerkin projection to a large class of non-polynomial functions typically encountered in graphics. We demonstrate the broad applicability of our approach by applying it to two strikingly different problems: fluid simulation and radiosity rendering, both using deforming meshes. Standard Galerkin projection cannot efficiently approximate these phenomena. Our approach, by contrast, enables the compact representation and approximation of these complex non-polynomial systems, including quotients and roots of polynomials. We rely on representing each function to be model-reduced as a composition of tensor products, matrix inversions, and matrix roots. Once a function has been represented in this form, it can be easily model-reduced, and its reduced form can be evaluated with time and memory costs dependent only on the dimension of the reduced space.
Matt Stanton, Yu Sheng, Martin Wicke, Federico Perazzi, Amos Yuen, Srinivasa G. Narasimhan, Adrien Treuille
ACM Trans. Graph.7
2010 The challenge of designing scientific discovery games
abstract
Incorporating the individual and collective problem solving skills of non-experts into the scientific discovery process could potentially accelerate the advancement of science. This paper discusses the design process used for Foldit, a multiplayer online biochemistry game that presents players with computationally difficult protein folding problems in the form of puzzles, allowing ordinary players to gain expertise and help solve these problems. The principle challenge of designing such scientific discovery games is harnessing the enormous collective problem-solving potential of the game playing population, who have not been previously introduced to the specific problem, or, often, the entire scientific discipline. To address this challenge, we took an iterative approach to designing the game, incorporating feedback from players and biochemical experts alike. Feedback was gathered both before and after releasing the game, to create the rules, interactions, and visualizations in Foldit that maximize contributions from game players. We present several examples of how this approach guided the game's design, and allowed us to improve both the quality of the gameplay and the application of player problem-solving.
Seth Cooper, Adrien Treuille, Janos Barbero, Andrew Leaver-Fay, Kathleen Tuite, Firas Khatib, Alex Cho Snyder, Michael Beenen, David Salesin, David Baker 0001, Zoran Popovic
FDG2
2010 Stable spaces for real-time clothing
abstract
We present a technique for learning clothing models that enables the simultaneous animation of thousands of detailed garments in real-time. This surprisingly simple conditional model learns and preserves the key dynamic properties of a cloth motion along with folding details. Our approach requires no a priori physical model, but rather treats training data as a "black box." We show that the models learned with our method are stable over large time-steps and can approximately resolve cloth-body collisions. We also show that within a class of methods, no simpler model covers the full range of cloth dynamics captured by ours. Our method bridges the current gap between skinning and physical simulation, combining benefits of speed from the former with dynamic effects from the latter. We demonstrate our approach on a variety of apparel worn by male and female human characters performing a varied set of motions typically used in video games ( e.g. , walking, running, jumping, etc. ).
Edilson de Aguiar, Leonid Sigal, Adrien Treuille, Jessica K. Hodgins
ACM Trans. Graph.3
2009 Modular bases for fluid dynamics
abstract
We present a new approach to fluid simulation that balances the speed of model reduction with the flexibility of grid-based methods. We construct a set of composable reduced models, or tiles , which capture spatially localized fluid behavior. We then precompute coupling terms so that these models can be rearranged at runtime. To enforce consistency between tiles, we introduce constraint reduction . This technique modifies a reduced model so that a given set of linear constraints can be fulfilled. Because dynamics and constraints can be solved entirely in the reduced space, our method is extremely fast and scales to large domains.
Martin Wicke, Matt Stanton, Adrien Treuille
ACM Trans. Graph.3
2007 Near-optimal character animation with continuous control
abstract
We present a new approach to realtime character animation with interactive control. Given a corpus of motion capture data and a desired task, we automatically compute near-optimal controllers using a low-dimensional basis representation. We show that these controllers produce motion that fluidly responds to several dimensions of user control and environmental constraints in realtime. Our results indicate that very few basis functions are required to create high-fidelity character controllers which permit complex user navigation and obstacle-avoidance tasks.
Adrien Treuille, Yongjoon Lee, Zoran Popovic
ACM Trans. Graph.1
2006 Continuum crowds
abstract
We present a real-time crowd model based on continuum dynamics. In our model, a dynamic potential field simultaneously integrates global navigation with moving obstacles such as other people, efficiently solving for the motion of large crowds without the need for explicit collision avoidance. Simulations created with our system run at interactive rates, demonstrate smooth flow under a variety of conditions, and naturally exhibit emergent phenomena that have been observed in real crowds.
Adrien Treuille, Seth Cooper, Zoran Popovic
ACM Trans. Graph.1
2006 Model reduction for real-time fluids
abstract
We present a new model reduction approach to fluid simulation, enabling large, real-time, detailed flows with continuous user interaction. Our reduced model can also handle moving obstacles immersed in the flow. We create separate models for the velocity field and for each moving boundary, and show that the coupling forces may be reduced as well. Our results indicate that surprisingly few basis functions are needed to resolve small but visually important features such as spinning vortices.
Adrien Treuille, Zoran Popovic
ACM Trans. Graph.1
2004 Example-Based Stereo with General BRDFs
Adrien Treuille, Aaron Hertzmann, Steven M. Seitz
ECCV (2)1
2004 Fluid control using the adjoint method
abstract
We describe a novel method for controlling physics-based fluid simulations through gradient-based nonlinear optimization. Using a technique known as the adjoint method , derivatives can be computed efficiently, even for large 3D simulations with millions of control parameters. In addition, we introduce the first method for the full control of free-surface liquids. We show how to compute adjoint derivatives through each step of the simulation, including the fast marching algorithm, and describe a new set of control parameters specifically designed for liquids.
Antoine McNamara, Adrien Treuille, Zoran Popovic, Jos Stam
ACM Trans. Graph.2
2003 Keyframe control of smoke simulations
abstract
We describe a method for controlling smoke simulations through user-specified keyframes. To achieve the desired behavior, a continuous quasi-Newton optimization solves for appropriate "wind" forces to be applied to the underlying velocity field throughout the simulation. The cornerstone of our approach is a method to efficiently compute exact derivatives through the steps of a fluid simulation. We formulate an objective function corresponding to how well a simulation matches the user's keyframes, and use the derivatives to solve for force parameters that minimize this function. For animations with several keyframes, we present a novel multiple-shooting approach. By splitting large problems into smaller overlapping subproblems, we greatly speed up the optimization process while avoiding certain local minima.
Adrien Treuille, Antoine McNamara, Zoran Popovic, Jos Stam
ACM Trans. Graph.1