EDBT 2026 Demo / reviewers in the wild / expert
James F. O'Brien
dblp:96/5326
· DBLP profile ↗
69ranked-venue papers
7as first author
7since 2021 · last 2026
0000-0001-9513-0542ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 59 · 7 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 12 · 3 first-authorArtificial intelligence and machine learning · 5Security and privacy · 3 · 2 since 2021Systems, architecture and hardware · 2Computer networks · 2 · 2 since 2021Theory of computation · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Robo-Saber: Generating and Simulating Virtual Reality PlayersabstractAbstract We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in‐game object arrangements, guided by style reference gameplay examples. We train on the large BOXRR‐23 dataset and apply our framework on the popular VR game Beat Saber . The resulting model Robo‐Saber reproduces skilled performance and captures diverse player behaviors present in the training data. Robo‐Saber demonstrates promise in synthesizing rich gameplay data for predictive applications and enabling whole‐body physics‐based VR playtesting. Nam Hee Kim, Jingjing May Liu, Jaakko Lehtinen, Perttu Hämäläinen, James F. O'Brien, Jason Peng |
Comput. Graph. Forum | 5 |
| 2025 | Effect of Duration and Delay on the Identifiability of VR MotionabstractSocial virtual reality is an emerging medium of communication. In this medium, a user’s avatar (virtual representation) is controlled by the tracked motion of the user’s headset and hand controllers. This tracked motion is a rich data stream that can leak characteristics of the user or can be effectively matched to previously-identified data to identify a user. To better understand the boundaries of motion data identifiability, we investigate how varying training data duration and train-test delay affects the accuracy at which a machine learning model can correctly classify user motion in a supervised learning task simulating re-identification. The dataset we use has a unique combination of a large number of participants, long duration per session, large number of sessions, and a long time span over which sessions were conducted. We find that training data duration and train-test delay affect identifiability; that minimal train-test delay leads to very high accuracy; and that train-test delay should be controlled in future experiments. Mark Roman Miller, Vivek Nair, Eugy Han, Cyan DeVeaux, Christian Rack, Rui Wang 0110, Brandon Huang, Marc Erich Latoschik, James F. O'Brien, Jeremy N. Bailenson |
WoWMoM | 9 |
| 2025 | Effect of Data Degradation on Motion Re-IdentificationabstractThe use of virtual and augmented reality devices is increasing, but these sensor-rich devices pose risks to privacy. The ability to track a user’s motion and infer the identity or characteristics of the user poses a privacy risk that has received significant attention. Existing deep-network-based defenses against this risk, however, require significant amounts of training data and have not yet been shown to generalize beyond specific applications. In this work, we study the effect of signal degradation on identifiability, specifically through added noise, reduced framerate, reduced precision, and reduced dimensionality of the data. Our experiment shows that state-of-the-art identification attacks still achieve near-perfect accuracy for each of these degradations. This negative result demonstrates the difficulty of anonymizing this motion data and gives some justification to the existing data- and compute-intensive deep-network based methods. Vivek Nair, Mark Roman Miller, Rui Wang 0110, Brandon Huang, Christian Rack, Marc Erich Latoschik, James F. O'Brien |
WoWMoM | 7 |
| 2024 | Berkeley Open Extended Reality Recordings 2023 (BOXRR-23): 4.7 Million Motion Capture Recordings from 105,000 XR UsersabstractExtended reality (XR) devices such as the Meta Quest and Apple Vision Pro have seen a recent surge in attention, with motion tracking "telemetry" data lying at the core of nearly all XR and metaverse experiences. Researchers are just beginning to understand the implications of this data for security, privacy, usability, and more, but currently lack large-scale human motion datasets to study. The BOXRR-23 dataset contains 4,717,215 motion capture recordings, voluntarily submitted by 105,852 XR device users from over 50 countries. BOXRR-23 is over 200 times larger than the largest existing motion capture research dataset and uses a new, highly efficient and purpose-built XR Open Recording (XROR) file format. Vivek Nair, Wenbo Guo 0002, Rui Wang 0110, James F. O'Brien, Louis B. Rosenberg, Dawn Song |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | Unique Identification of 50, 000+ Virtual Reality Users from Head & Hand Motion Data
Vivek Nair, Wenbo Guo 0002, Justus Mattern, Rui Wang 0110, James F. O'Brien, Louis B. Rosenberg, Dawn Song |
USENIX Security Symposium | 5 |
| 2023 | Exploring the Privacy Risks of Adversarial VR Game DesignabstractFifty study participants playtested an innocent-looking "escape room" game in virtual reality (VR). Within just a few minutes, an adversarial program had accurately inferred over 25 of their personal data attributes, from anthropometrics like height and wingspan to demographics like age and gender. As notoriously data-hungry companies become increasingly involved in VR development, this experimental scenario may soon represent a typical VR user experience. Since the Cambridge Analytica scandal of 2018, adversarially-designed gamified elements have been known to constitute a significant privacy threat in conventional social platforms. In this work, we present a case study of how metaverse environments can similarly be adversarially constructed to covertly infer dozens of personal data attributes from seemingly-anonymous users. While existing VR privacy research largely focuses on passive observation, we argue that because individuals subconsciously reveal personal information via their motion in response to specific stimuli, active attacks pose an outsized risk in VR environments. Vivek Nair, Gonzalo Munilla Garrido, Dawn Song, James F. O'Brien |
Proc. Priv. Enhancing Technol. | 4 |
| 2022 | Monocular Facial Performance Capture Via Deep Expression MatchingabstractAbstract Facial performance capture is the process of automatically animating a digital face according to a captured performance of an actor. Recent developments in this area have focused on high‐quality results using expensive head‐scanning equipment and camera rigs. These methods produce impressive animations that accurately capture subtle details in an actor's performance. However, these methods are accessible only to content creators with relatively large budgets. Current methods using inexpensive recording equipment generally produce lower quality output that is unsuitable for many applications. In this paper, we present a facial performance capture method that does not require facial scans and instead animates an artist‐created model using standard blendshapes. Furthermore, our method gives artists high‐level control over animations through a workflow similar to existing commercial solutions. Given a recording, our approach matches keyframes of the video with corresponding expressions from an animated library of poses. A Gaussian process model then computes the full animation by interpolating from the set of matched keyframes. Our expression‐matching method computes a low‐dimensional latent code from an image that represents a facial expression while factoring out the facial identity. Images depicting similar facial expressions are identified by their proximity in the latent space. In our results, we demonstrate the fidelity of our expression‐matching method. We also compare animations generated with our approach to animations generated with commercially available software. Stephen W. Bailey, Jérémy Riviere, Morten Mikkelsen, James F. O'Brien |
Comput. Graph. Forum | 4 |
| 2020 | Fast and deep facial deformationsabstractFilm-quality characters typically display highly complex and expressive facial deformation. The underlying rigs used to animate the deformations of a character's face are often computationally expensive, requiring high-end hardware to deform the mesh at interactive rates. In this paper, we present a method using convolutional neural networks for approximating the mesh deformations of characters' faces. For the models we tested, our approximation runs up to 17 times faster than the original facial rig while still maintaining a high level of fidelity to the original rig. We also propose an extension to the approximation for handling high-frequency deformations such as fine skin wrinkles. While the implementation of the original animation rig depends on an extensive set of proprietary libraries making it difficult to install outside of an in-house development environment, our fast approximation relies on the widely available and easily deployed TensorFlow libraries. In addition to allowing high frame rate evaluation on modest hardware and in a wide range of computing environments, the large speed increase also enables interactive inverse kinematics on the animation rig. We demonstrate our approach and its applicability through interactive character posing and real-time facial performance capture. Stephen W. Bailey, Dalton Omens, Paul C. DiLorenzo, James F. O'Brien |
ACM Trans. Graph. | 4 |
| 2018 | Fast and deep deformation approximationsabstractCharacter rigs are procedural systems that compute the shape of an animated character for a given pose. They can be highly complex and must account for bulges, wrinkles, and other aspects of a character's appearance. When comparing film-quality character rigs with those designed for real-time applications, there is typically a substantial and readily apparent difference in the quality of the mesh deformations. Real-time rigs are limited by a computational budget and often trade realism for performance. Rigs for film do not have this same limitation, and character riggers can make the rig as complicated as necessary to achieve realistic deformations. However, increasing the rig complexity slows rig evaluation, and the animators working with it can become less efficient and may experience frustration. In this paper, we present a method to reduce the time required to compute mesh deformations for film-quality rigs, allowing better interactivity during animation authoring and use in real-time games and applications. Our approach learns the deformations from an existing rig by splitting the mesh deformation into linear and nonlinear portions. The linear deformations are computed directly from the transformations of the rig's underlying skeleton. We use deep learning methods to approximate the remaining nonlinear portion. In the examples we show from production rigs used to animate lead characters, our approach reduces the computational time spent on evaluating deformations by a factor of 5X-10X. This significant savings allows us to run the complex, film-quality rigs in real-time even when using a CPU-only implementation on a mobile device. Stephen W. Bailey, Dave Otte, Paul C. DiLorenzo, James F. O'Brien |
ACM Trans. Graph. | 4 |
| 2015 | Interactive detailed cutting of thin sheetsabstractIn this paper we propose a method for the interactive detailed cutting of deformable thin sheets. Our method builds on the ability of frame-based simulation to solve for dynamics using very few control frames while embedding highly detailed geometry - here an adaptive mesh that accurately represents the cut boundaries. Our solution relies on a non-manifold grid to compute shape functions that faithfully adapt to the topological changes occurring while cutting. New frames are dynamically inserted to describe new regions. We provide incremental mechanisms for updating simulation data, enabling us to achieve interactive rates. We illustrate our method with examples inspired by the traditional Kirigami artform. Pierre-Luc Manteaux, Wei-Lun Sun, François Faure, Marie-Paule Cani, James F. O'Brien |
MIG | 5 |
| 2015 | Optimal presentation of imagery with focus cues on multi-plane displaysabstractWe present a technique for displaying three-dimensional imagery of general scenes with nearly correct focus cues on multi-plane displays. These displays present an additive combination of images at a discrete set of optical distances, allowing the viewer to focus at different distances in the simulated scene. Our proposed technique extends the capabilities of multi-plane displays to general scenes with occlusions and non-Lambertian effects by using a model of defocus in the eye of the viewer. Requiring no explicit knowledge of the scene geometry, our technique uses an optimization algorithm to compute the images to be displayed on the presentation planes so that the retinal images when accommodating to different distances match the corresponding retinal images of the input scene as closely as possible. We demonstrate the utility of the technique using imagery acquired from both synthetic and real-world scenes, and analyze the system's characteristics including bounds on achievable resolution. Rahul Narain, Rachel A. Albert, Abdullah Bulbul, Gregory J. Ward, Martin S. Banks, James F. O'Brien |
ACM Trans. Graph. | 6 |
| 2015 | View-Dependent Adaptive Cloth Simulation with Buckling CompensationabstractThis paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for visibility and apparent size in the camera's view. Objectionable dynamic artifacts are avoided by anticipative refinement and smoothed coarsening, while locking in extremely coarsened regions is inhibited by modifying the material model to compensate for unresolved sub-element buckling. This approach preserves the appearance of detailed cloth throughout the animation while avoiding the wasted effort of simulating details that would not be discernible to the viewer. The computational savings realized by this method increase as scene complexity grows. The approach produces a 2× speed-up for a single character and more than 4× for a small group as compared to view-independent adaptive simulations, and respectively 5× and 9× speed-ups as compared to non-adaptive simulations. Woojong Koh, Rahul Narain, James F. O'Brien |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2014 | Exposing Photo Manipulation from Shading and ShadowsabstractWe describe a method for detecting physical inconsistencies in lighting from the shading and shadows in an image. This method imposes a multitude of shading- and shadow-based constraints on the projected location of a distant point light source. The consistency of a collection of such constraints is posed as a linear programming problem. A feasible solution indicates that the combination of shading and shadows is physically consistent, while a failure to find a solution provides evidence of photo tampering. Eric Kee, James F. O'Brien, Hany Farid |
ACM Trans. Graph. | 2 |
| 2014 | Adaptive tearing and cracking of thin sheetsabstractThis paper presents a method for adaptive fracture propagation in thin sheets. A high-quality triangle mesh is dynamically restructured to adaptively maintain detail wherever it is required by the simulation. These requirements include refining where cracks are likely to either start or advance. Refinement ensures that the stress distribution around the crack tip is well resolved, which is vital for creating highly detailed, realistic crack paths. The dynamic meshing framework allows subsequent coarsening once areas are no longer likely to produce cracking. This coarsening allows efficient simulation by reducing the total number of active nodes and by preventing the formation of thin slivers around the crack path. A local reprojection scheme and a substepping fracture process help to ensure stability and prevent a loss of plasticity during remeshing. By including bending and stretching plasticity models, the method is able to simulate a large range of materials with very different fracture behaviors. Tobias Pfaff, Rahul Narain, Juan Miguel de Joya, James F. O'Brien |
ACM Trans. Graph. | 4 |
| 2014 | Self-refining games using player analyticsabstractData-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. | 4 |
| 2013 | Simulating liquids and solid-liquid interactions with lagrangian meshesabstractThis article describes a Lagrangian finite element method that simulates the behavior of liquids and solids in a unified framework. Local mesh improvement operations maintain a high-quality tetrahedral discretization even as the mesh is advected by fluid flow. We conserve volume and momentum, locally and globally, by assigning to each element an independent rest volume and adjusting it to correct for deviations during remeshing and collisions. Incompressibility is enforced with per-node pressure values, and extra degrees of freedom are selectively inserted to prevent pressure locking. Topological changes in the domain are explicitly treated with local mesh splitting and merging. Our method models surface tension with an implicit formulation based on surface energies computed on the boundary of the volume mesh. With this method we can model elastic, plastic, and liquid materials in a single mesh, with no need for explicit coupling. We also model heat diffusion and thermoelastic effects, which allow us to simulate phase changes. We demonstrate these capabilities in several fluid simulations at scales from millimeters to meters, including simulations of melting caused by external or thermoelastic heating. Pascal Clausen, Martin Wicke, Jonathan Richard Shewchuk, James F. O'Brien |
ACM Trans. Graph. | 4 |
| 2013 | Exposing photo manipulation with inconsistent shadowsabstractWe describe a geometric technique to detect physically inconsistent arrangements of shadows in an image. This technique combines multiple constraints from cast and attached shadows to constrain the projected location of a point light source. The consistency of the shadows is posed as a linear programming problem. A feasible solution indicates that the collection of shadows is physically plausible, while a failure to find a solution provides evidence of photo tampering. Eric Kee, James F. O'Brien, Hany Farid |
ACM Trans. Graph. | 2 |
| 2013 | Near-exhaustive precomputation of secondary cloth effectsabstractThe 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. | 6 |
| 2013 | Fast simulation of mass-spring systemsabstractWe describe a scheme for time integration of mass-spring systems that makes use of a solver based on block coordinate descent. This scheme provides a fast solution for classical linear (Hookean) springs. We express the widely used implicit Euler method as an energy minimization problem and introduce spring directions as auxiliary unknown variables. The system is globally linear in the node positions, and the non-linear terms involving the directions are strictly local. Because the global linear system does not depend on run-time state, the matrix can be pre-factored, allowing for very fast iterations. Our method converges to the same final result as would be obtained by solving the standard form of implicit Euler using Newton's method. Although the asymptotic convergence of Newton's method is faster than ours, the initial ratio of work to error reduction with our method is much faster than Newton's. For real-time visual applications, where speed and stability are more important than precision, we obtain visually acceptable results at a total cost per timestep that is only a fraction of that required for a single Newton iteration. When higher accuracy is required, our algorithm can be used to compute a good starting point for subsequent Newton's iteration. Tiantian Liu 0002, Adam W. Bargteil, James F. O'Brien, Ladislav Kavan |
ACM Trans. Graph. | 3 |
| 2013 | Folding and crumpling adaptive sheetsabstractWe present a technique for simulating plastic deformation in sheets of thin materials, such as crumpled paper, dented metal, and wrinkled cloth. Our simulation uses a framework of adaptive mesh refinement to dynamically align mesh edges with folds and creases. This framework allows efficient modeling of sharp features and avoids bend locking that would be otherwise caused by stiff in-plane behavior. By using an explicit plastic embedding space we prevent remeshing from causing shape diffusion. We include several examples demonstrating that the resulting method realistically simulates the behavior of thin sheets as they fold and crumple. Rahul Narain, Tobias Pfaff, James F. O'Brien |
ACM Trans. Graph. | 3 |
| 2012 | Exposing Digital Forgeries in Ballistic MotionabstractWe describe a geometric technique to detect physically implausible trajectories of objects in video sequences. This technique explicitly models the three-dimensional ballistic motion of objects in free-flight and the two-dimensional projection of the trajectory into the image plane of a static or moving camera. Deviations from this model provide evidence of manipulation. The technique assumes that the object's trajectory is substantially influenced only by gravity, that the image of the object's center of mass can be determined from the images, and requires that any camera motion can be estimated from background elements. The computational requirements of the algorithm are modest, and any detected inconsistencies can be illustrated in an intuitive, geometric fashion. We demonstrate the efficacy of this analysis on videos of our own creation and on videos obtained from video-sharing websites. Valentina Conotter, James F. O'Brien, Hany Farid |
IEEE Trans. Inf. Forensics Secur. | 2 |
| 2012 | Updated sparse cholesky factors for corotational elastodynamicsabstractWe present warp-canceling corotation , a nonlinear finite element formulation for elastodynamic simulation that achieves fast performance by making only partial or delayed changes to the simulation's linearized system matrices. Coupled with an algorithm for incremental updates to a sparse Cholesky factorization, the method realizes the stability and scalability of a sparse direct method without the need for expensive refactorization at each time step. This finite element formulation combines the widely used corotational method with stiffness warping so that changes in the per-element rotations are initially approximated by inexpensive per-node rotations. When the errors of this approximation grow too large, the per-element rotations are selectively corrected by updating parts of the matrix chosen according to locally measured errors. These changes to the system matrix are propagated to its Cholesky factor by incremental updates that are much faster than refactoring the matrix from scratch. A nested dissection ordering of the system matrix gives rise to a hierarchical factorization in which changes to the system matrix cause limited, well-structured changes to the Cholesky factor. We show examples of simulations that demonstrate that the proposed formulation produces results that are visually comparable to those produced by a standard corotational formulation. Because our method requires computing only partial updates of the Cholesky factor, it is substantially faster than full refactorization and outperforms widely used iterative methods such as preconditioned conjugate gradients. Our method supports a controlled trade-off between accuracy and speed, and unlike most iterative methods its performance does not slow for stiffer materials but rather it actually improves. Florian Hecht, Yeon Jin Lee, Jonathan Richard Shewchuk, James F. O'Brien |
ACM Trans. Graph. | 4 |
| 2012 | Adaptive anisotropic remeshing for cloth simulationabstractWe present a technique for cloth simulation that dynamically refines and coarsens triangle meshes so that they automatically conform to the geometric and dynamic detail of the simulated cloth. Our technique produces anisotropic meshes that adapt to surface curvature and velocity gradients, allowing efficient modeling of wrinkles and waves. By anticipating buckling and wrinkle formation, our technique preserves fine-scale dynamic behavior. Our algorithm for adaptive anisotropic remeshing is simple to implement, takes up only a small fraction of the total simulation time, and provides substantial computational speedup without compromising the fidelity of the simulation. We also introduce a novel technique for strain limiting by posing it as a nonlinear optimization problem. This formulation works for arbitrary non-uniform and anisotropic meshes, and converges more rapidly than existing solvers based on Jacobi or Gauss-Seidel iterations. Rahul Narain, Armin Samii, James F. O'Brien |
ACM Trans. Graph. | 3 |
| 2012 | Exposing photo manipulation with inconsistent reflectionsabstractThe advent of sophisticated photo editing software has made it increasingly easier to manipulate digital images. Often visual inspection cannot definitively distinguish the resulting forgeries from authentic photographs. In response, forensic techniques have emerged to detect geometric or statistical inconsistencies that result from specific forms of photo manipulation. In this article we describe a new forensic technique that focuses on geometric inconsistencies that arise when fake reflections are inserted into a photograph or when a photograph containing reflections is manipulated. This analysis employs basic rules of reflective geometry and linear perspective projection, makes minimal assumptions about the scene geometry, and only requires the user to identify corresponding points on an object and its reflection. The analysis is also insensitive to common image editing operations such as resampling, color manipulations, and lossy compression. We demonstrate this technique with both visually plausible forgeries of our own creation and commercially produced forgeries. James F. O'Brien, Hany Farid |
ACM Trans. Graph. | 1 |
| 2011 | Bringing clothing into desired configurations with limited perceptionabstractWe consider the problem of autonomously bringing an article of clothing into a desired configuration using a general-purpose two-armed robot. We propose a hidden Markov model (HMM) for estimating the identity of the article and tracking the article's configuration throughout a specific sequence of manipulations and observations. At the end of this sequence, the article's configuration is known, though not necessarily desired. The estimated identity and configuration of the article are then used to plan a second sequence of manipulations that brings the article into the desired configuration. We propose a relaxation of a strain limiting finite element model for cloth simulation that can be solved via convex optimization; this serves as the basis of the transition and observation models of the HMM. The observation model uses simple perceptual cues consisting of the height of the article when held by a single gripper and the silhouette of the article when held by two grippers. The model accurately estimates the identity and configuration of clothing articles, enabling our procedure to autonomously bring a variety of articles into desired configurations that are useful for other tasks, such as folding. Marco F. Cusumano-Towner, James F. O'Brien, Pieter Abbeel |
ICRA | 4 |
| 2011 | Modeling and perception of deformable one-dimensional objectsabstractRecent advances in the modeling of deformable one-dimensional objects (DOOs) such as surgical suture, rope, and hair show significant promise for improving the simulation, perception, and manipulation of such objects. An important application of these tasks lies in the area of medical robotics, where robotic surgical assistants have the potential to greatly reduce surgeon fatigue and human error by improving the accuracy, speed, and robustness of surgical tasks such as suturing. However, different types of DOOs exhibit a variety of bending and twisting behaviors that are highly dependent on material properties. This paper proposes an approach for fitting simulation models of DOOs to observed data. Our approach learns an energy function such that observed DOO configurations lie in local energy minima. Our experiments on a variety of DOOs show that models fitted to different types of DOOs using our approach enable accurate prediction of future configurations. Additionally, we explore the application of our learned model to the perception of DOOs. Shervin Javdani, Sameep Tandon, James F. O'Brien, Pieter Abbeel |
ICRA | 4 |
| 2011 | Perceptually based tone mapping for low-light conditionsabstractIn this paper we present a perceptually based algorithm for modeling the color shift that occurs for human viewers in low-light scenes. Known as the Purkinje effect, this color shift occurs as the eye transitions from photopic, cone-mediated vision in well-lit scenes to scotopic, rod-mediated vision in dark scenes. At intermediate light levels vision is mesopic with both the rods and cones active. Although the rods have a spectral response distinct from the cones, they still share the same neural pathways. As light levels decrease and the rods become increasingly active they cause a perceived shift in color. We model this process so that we can compute perceived colors for mesopic and scotopic scenes from spectral image data. We also describe how the effect can be approximated from standard high dynamic range RGB images. Once we have determined rod and cone responses, we map them to RGB values that can be displayed on a standard monitor to elicit the intended color perception when viewed photopically. Our method focuses on computing the color shift associated with low-light conditions and leverages current HDR techniques to control the image's dynamic range. We include results generated from both spectral and RGB input images. Adam G. Kirk, James F. O'Brien |
ACM Trans. Graph. | 2 |
| 2011 | Data-driven elastic models for cloth: modeling and measurementabstractCloth often has complicated nonlinear, anisotropic elastic behavior due to its woven pattern and fiber properties. However, most current cloth simulation techniques simply use linear and isotropic elastic models with manually selected stiffness parameters. Such simple simulations do not allow differentiating the behavior of distinct cloth materials such as silk or denim, and they cannot model most materials with fidelity to their real-world counterparts. In this paper, we present a data-driven technique to more realistically animate cloth. We propose a piecewise linear elastic model that is a good approximation to nonlinear, anisotropic stretching and bending behaviors of various materials. We develop new measurement techniques for studying the elastic deformations for both stretching and bending in real cloth samples. Our setup is easy and inexpensive to construct, and the parameters of our model can be fit to observed data with a well-posed optimization procedure. We have measured a database of ten different cloth materials, each of which exhibits distinctive elastic behaviors. These measurements can be used in most cloth simulation systems to create natural and realistic clothing wrinkles and shapes, for a range of different materials. Huamin Wang 0001, James F. O'Brien, Ravi Ramamoorthi |
ACM Trans. Graph. | 2 |
| 2010 | Using blur to affect perceived distance and sizeabstractWe present a probabilistic model of how viewers may use defocus blur in conjunction with other pictorial cues to estimate the absolute distances to objects in a scene. Our model explains how the pattern of blur in an image together with relative depth cues indicates the apparent scale of the image's contents. From the model, we develop a semiautomated algorithm that applies blur to a sharply rendered image and thereby changes the apparent distance and scale of the scene's contents. To examine the correspondence between the model/algorithm and actual viewer experience, we conducted an experiment with human viewers and compared their estimates of absolute distance to the model's predictions. We did this for images with geometrically correct blur due to defocus and for images with commonly used approximations to the correct blur. The agreement between the experimental data and model predictions was excellent. The model predicts that some approximations should work well and that others should not. Human viewers responded to the various types of blur in much the way the model predicts. The model and algorithm allow one to manipulate blur precisely and to achieve the desired perceived scale efficiently. Robert T. Held, Emily A. Cooper, James F. O'Brien, Martin S. Banks |
ACM Trans. Graph. | 3 |
| 2010 | Example-based wrinkle synthesis for clothing animationabstractThis paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure's body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous collision contact and small wrinkles, that can be troublesome for traditional cloth simulation methods. Based on the observation that the wrinkles in close-fitting clothing behave in a predominantly kinematic fashion, we have developed an example-based wrinkle synthesis technique. Our method drives wrinkle generation from the pose of the figure's kinematic skeleton. This approach allows high quality clothing wrinkles to be combined with a coarse cloth simulation that computes the global and dynamic aspects of the clothing motion. While the combined results do not exactly match a high-resolution reference simulation, they do capture many of the characteristic fine-scale features and wrinkles. Further, the combined system runs at interactive rates, making it suitable for applications where high-resolution offline simulations would not be a viable option. The wrinkle synthesis method uses a precomputed database built by simulating the high-resolution clothing as the articulated figure is moved over a range of poses. In principle, the space of poses is exponential in the total number of degrees of freedom; however clothing wrinkles are primarily affected by the nearest joints, allowing each joint to be processed independently. During synthesis, mesh interpolation is used to consider the influence of multiple joints, and combined with a coarse simulation to produce the final results at interactive rates. Huamin Wang 0001, Florian Hecht, Ravi Ramamoorthi, James F. O'Brien |
ACM Trans. Graph. | 4 |
| 2010 | Multi-resolution isotropic strain limitingabstractIn this paper we describe a fast strain-limiting method that allows stiff, incompliant materials to be simulated efficiently. Unlike prior approaches, which act on springs or individual strain components, this method acts on the strain tensors in a coordinate-invariant fashion allowing isotropic behavior. Our method applies to both two-and three-dimensional strains, and only requires computing the singular value decomposition of the deformation gradient, either a small 2x2 or 3x3 matrix, for each element. We demonstrate its use with triangular and tetrahedral linear-basis elements. For triangulated surfaces in three-dimensional space, we also describe a complementary edge-angle-limiting method to limit out-of-plane bending. All of the limits are enforced through an iterative, non-linear, Gauss-Seidel-like constraint procedure. To accelerate convergence, we propose a novel multi-resolution algorithm that enforces fitted limits at each level of a non-conforming hierarchy. Compared with other constraint-based techniques, our isotropic multi-resolution strain-limiting method is straightforward to implement, efficient to use, and applicable to a wide range of shell and solid materials. Huamin Wang 0001, James F. O'Brien, Ravi Ramamoorthi |
ACM Trans. Graph. | 2 |
| 2010 | Dynamic local remeshing for elastoplastic simulationabstractWe propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially reshaped by plastic flow, fracture, or large elastic deformations. To mitigate artificial plasticity, we maintain a simulation mesh in both the current state and the rest shape, and store plastic offsets only to represent the non-embeddable portion of the plastic deformation. To maintain high element quality in a tetrahedral mesh undergoing gross changes, we use a dynamic meshing algorithm that attempts to replace as few tetrahedra as possible, and thereby limits the visual artifacts and artificial diffusion that would otherwise be introduced by repeatedly remeshing the domain from scratch. Our dynamic mesher also locally refines and coarsens a mesh, and even creates anisotropic tetrahedra, wherever a simulation requests it. We illustrate these features with animations of elastic and plastic behavior, extreme deformations, and fracture. Martin Wicke, Daniel Ritchie 0001, Bryan Matthew Klingner, Sebastian Burke, Jonathan Richard Shewchuk, James F. O'Brien |
ACM Trans. Graph. | 6 |
| 2009 | SCA 2006 Symposium
Marie-Paule Cani, Frédéric H. Pighin, James F. O'Brien, Carol O'Sullivan |
Graph. Model. | 3 |
| 2009 | Generating surface crack patterns
Hayley N. Iben, James F. O'Brien |
Graph. Model. | 2 |
| 2009 | Refolding Planar PolygonsabstractThis paper describes an algorithm for generating a guaranteed intersection-free interpolation sequence between any pair of compatible polygons. Our algorithm builds on prior results from linkage unfolding, and if desired it can ensure that every edge length changes monotonically over the course of the interpolation sequence. The computational machinery that ensures against self-intersection is independent from a distance metric that determines the overall character of the interpolation sequence. This decoupled approach provides a powerful control mechanism for determining how the interpolation should appear, while still assuring against intersection and guaranteeing termination of the algorithm. Our algorithm also allows additional control by accommodating a set of algebraic constraints that can be weakly enforced throughout the interpolation sequence. Hayley N. Iben, James F. O'Brien, Erik D. Demaine |
Discret. Comput. Geom. | 2 |
| 2009 | Interactive simulation of surgical needle insertion and steeringabstractWe present algorithms for simulating and visualizing the insertion and steering of needles through deformable tissues for surgical training and planning. Needle insertion is an essential component of many clinical procedures such as biopsies, injections, neurosurgery, and brachytherapy cancer treatment. The success of these procedures depends on accurate guidance of the needle tip to a clinical target while avoiding vital tissues. Needle insertion deforms body tissues, making accurate placement difficult. Our interactive needle insertion simulator models the coupling between a steerable needle and deformable tissue. We introduce (1) a novel algorithm for local remeshing that quickly enforces the conformity of a tetrahedral mesh to a curvilinear needle path, enabling accurate computation of contact forces, (2) an efficient method for coupling a 3D finite element simulation with a 1D inextensible rod with stick-slip friction, and (3) optimizations that reduce the computation time for physically based simulations. We can realistically and interactively simulate needle insertion into a prostate mesh of 13,375 tetrahedra and 2,763 vertices at a 25 Hz frame rate on an 8-core 3.0 GHz Intel Xeon PC. The simulation models prostate brachytherapy with needles of varying stiffness, steering needles around obstacles, and supports motion planning for robotic needle insertion. We evaluate the accuracy of the simulation by comparing against real-world experiments in which flexible, steerable needles were inserted into gel tissue phantoms. Nuttapong Chentanez, Ron Alterovitz, Daniel Ritchie 0001, Lita Cho, Kris Hauser, Kenneth Y. Goldberg, Jonathan Richard Shewchuk, James F. O'Brien |
ACM Trans. Graph. | 8 |
| 2007 | A method for cartoon-style rendering of liquid animationsabstractIn this paper we present a visually compelling and informative cartoon rendering style for liquid animations. Our style is inspired by animations such as Futurama,1 The Little Mermaid,2 and Bambi2. We take as input a liquid surface obtained from a three-dimensional physically based liquid simulation system and output animations that evoke a cartoon style and convey liquid movement. Our method is based on four cues that emphasize properties of the liquid's shape and motion. We use bold outlines to emphasize depth discontinuities, patches of constant color to highlight near-silhouettes and areas of thinness, and, optionally place temporally coherent oriented textures on the liquid surface to help convey motion. Ashley M. Eden, Adam W. Bargteil, Tolga Göktekin, Sarah Beth Eisinger, James F. O'Brien |
Graphics Interface | 5 |
| 2006 | Refolding planar polygonsabstractThis paper describes an algorithm for generating a guaranteed-intersection-free interpolation sequence between any pair of compatible polygons. Our algoithm builds on prior results from linkage unfolding, and if desired it can ensure that every edge length changes monotonically over the course of the interpolation sequence. The computational machinery that ensures against self-intersection is independent from a distance metric that determines the overall character of the interpolation sequence. This decoupled approach provides a powerful control mechanism for determining how the interpolation should appear, while still assuring against intersection and guaranteeing termination of the algorithm. Our algorithm also allows additional control by accommodating a set of algebraic constraints that can be weakly enforced throughout the interpolation sequence. Hayley N. Iben, James F. O'Brien, Erik D. Demaine |
SCG | 2 |
| 2006 | Special issue on SPM 05
Leif Kobbelt, Vadim Shapiro, Mario Botsch, Frédéric Cazals, Daniel Cohen-Or, Hugues Hoppe, Shi-Min Hu 0001, Bert Jüttler, Myung-Soo Kim, James F. O'Brien |
Graph. Model. | 10 |
| 2006 | A semi-Lagrangian contouring method for fluid simulationabstractIn this article, we present a semi-Lagrangian surface tracking method for use with fluid simulations. Our method maintains an explicit polygonal mesh that defines the surface, and an octree data structure that provides both a spatial index for the mesh and a means for efficiently approximating the signed distance to the surface. At each timestep, a new surface is constructed by extracting the zero set of an advected signed-distance function. Semi-Lagrangian backward path tracing is used to advect the signed-distance function. One of the primary advantages of this formulation is that it enables tracking of surface characteristics, such as color or texture coordinates, at negligible additional cost. We include several examples demonstrating that the method can be effectively used as part of a fluid simulation to animate complex and interesting fluid behaviors. Adam W. Bargteil, Tolga Göktekin, James F. O'Brien, John A. Strain |
ACM Trans. Graph. | 3 |
| 2006 | Fluid animation with dynamic meshesabstractThis paper presents a method for animating fluid using unstructured tetrahedral meshes that change at each time step. We show that meshes that conform well to changing boundaries and that focus computation in the visually important parts of the domain can be generated quickly and reliably using existing techniques. We also describe a new approach to two-way coupling of fluid and rigid bodies that, while general, benefits from remeshing. Overall, the method provides a flexible environment for creating complex scenes involving fluid animation. Bryan Matthew Klingner, Bryan E. Feldman, Nuttapong Chentanez, James F. O'Brien |
ACM Trans. Graph. | 4 |
| 2005 | Skeletal Parameter Estimation from Optical Motion Capture DataabstractIn this paper we present an algorithm for automatically estimating a subject's skeletal structure from optical motion capture data. Our algorithm consists of a series of steps that cluster markers into segment groups, determine the topological connectivity between these groups, and locate the positions of their connecting joints. Our problem formulation makes use of fundamental distance constraints that must hold for markers attached to an articulated structure, and we solve the resulting systems using a combination of spectral clustering and nonlinear optimization. We have tested our algorithms using data from both passive and active optical motion capture devices. Our results show that the system works reliably even with as few as one or two markers on each segment. For data recorded from human subjects, the system determines the correct topology and qualitatively accurate structure. Tests with a mechanical calibration linkage demonstrate errors for inferred segment lengths on average of only two percent. We discuss applications of our methods for commercial human figure animation, and for identifying human or animal subjects based on their motion independent of marker placement or feature selection. Adam G. Kirk, James F. O'Brien, David A. Forsyth |
CVPR (2) | 2 |
| 2005 | Skeletal Parameter Estimation from Optical Motion Capture DataabstractIn this paper, we present results of our algorithm for automatically estimating a subject's skeletal structure from optical motion capture data. Our algorithm consists of a series of steps that cluster markers into groups representing body segments, determine their topological connectivity, and locate the positions of the connecting joints. Our results show that the system works reliably even when only one or two markers are attached to each segment. We tested an implementation of this algorithm with both passive and active motion capture data and found it to work well. Its computed skeletal estimates closely match measured values, and the algorithm behaves robustly in the presence of noise, marker occlusion, and other errors typical of motion capture data. Adam G. Kirk, James F. O'Brien, David A. Forsyth |
CVPR (2) | 2 |
| 2005 | Making green goop from polygon soupabstractApplications ranging from commercial entertainment to surgical training demand efficient methods for realistically modeling the appearance of physical phenomena in synthetic environments. In this talk, I will describe methods we have developed for simulating the behavior of a wide class of materials known as viscoelastic fluids and elastoplastic solids. These materials span a huge range of material properties including examples such as mucus, liquid soap, pudding, toothpaste, clay, wax, plastic, and steel. They exhibit a combination of both fluid and solid characteristics. Like a solid they can resist strain elastically, but under large or sustained strains they flow like a fluid. I'll talk about methods for modeling materials both at the predominantly fluid-like and predominantly solid-like ends of the spectrum.I will also briefly describe other simulation techniques for modeling phenomena such as explosions, fracture, real-time deformation, and even sound. One issue that arises recurrently is that all of these simulation techniques require clean geometric descriptions of the objects and environments they model. Unfortunately, most modeling techniques do not produce such clean descriptions. Even when clean models are available they often contain inappropriate amounts of detail. To address these issues I will show how highly detailed implicit surfaces can be built from defective input models using moving-least-squares interpolation techniques. James F. O'Brien |
Symposium on Solid and Physical Modeling | 1 |
| 2005 | Fast and detailed approximate global illumination by irradiance decompositionabstractIn this paper we present an approximate method for accelerated computation of the final gathering step in a global illumination algorithm. Our method operates by decomposing the radiance field close to surfaces into separate far- and near-field components that can be approximated individually. By computing surface shading using these approximations, instead of directly querying the global illumination solution, we have been able to obtain rendering time speed ups on the order of 10x compared to previous acceleration methods. Our approximation schemes rely mainly on the assumptions that radiance due to distant objects will exhibit low spatial and angular variation, and that the visibility between a surface and nearby surfaces can be reasonably predicted by simple location and orientation-based heuristics. Motivated by these assumptions, our far-field scheme uses scattered-data interpolation with spherical harmonics to represent spatial and angular variation, and our near-field scheme employs an aggressively simple visibility heuristic. For our test scenes, the errors introduced when our assumptions fail do not result in visually objectionable artifacts or easily noticeable deviation from a ground-truth solution. We also discuss how our near-field approximation can be used with standard local illumination algorithms to produce significantly improved images at only negligible additional cost. Okan Arikan, David A. Forsyth, James F. O'Brien |
ACM Trans. Graph. | 3 |
| 2005 | Animating gases with hybrid meshesabstractThis paper presents a method for animating gases on unstructured tetrahedral meshes to efficiently model the interaction of fluids with irregularly shaped obstacles. Because our discretization scheme parallels that of the standard staggered grid mesh. we are able to combine tetrahedral cells with regular hexahedral cells in a single mesh. This hybrid mesh offers both accuracy near obstacles and efficiency in open regions. Bryan E. Feldman, James F. O'Brien, Bryan Matthew Klingner |
ACM Trans. Graph. | 2 |
| 2004 | An energy-driven approach to linkage unfoldingabstractWe present a new algorithm for unfolding planar polygonal linkages without self-intersection based on following the gradient flow of a "repulsive" energy function. This algorithm has several advantages over previous methods. (1) The output motion is represented explicitly and exactly as a piecewise-linear curve in angle space. As a consequence, an exact snapshot of the linkage at any time can be extracted from the output in strongly polynomial time (on a real RAM supporting arithmetic, radicals, and trigonometric functions). (2) Each linear step of the motion can be computed exactly in O(n2) time on a real RAM where n is the number of vertices. (3) We explicitly bound the number of linear steps (and hence the running time) as a polynomial in n and the ratio between the maximum edge length and the initial minimum distance between a vertex and an edge. (4) Our method is practical and easy to implement. We provide a publicly accessible Java applet [1] that implements the algorithm. Jason H. Cantarella, Erik D. Demaine, Hayley N. Iben, James F. O'Brien |
SCG | 4 |
| 2004 | Spectral Surface Reconstruction From Noisy Point Clouds
Ravi Krishna Kolluri, Jonathan Richard Shewchuk, James F. O'Brien |
Symposium on Geometry Processing | 3 |
| 2004 | A method for animating viscoelastic fluidsabstractThis paper describes a technique for animating the behavior of viscoelastic fluids, such as mucus, liquid soap, pudding, toothpaste, or clay, that exhibit a combination of both fluid and solid characteristics. The technique builds upon prior Eulerian methods for animating incompressible fluids with free surfaces by including additional elastic terms in the basic Navier-Stokes equations. The elastic terms are computed by integrating and advecting strain-rate throughout the fluid. Transition from elastic resistance to viscous flow is controlled by von Mises's yield condition, and subsequent behavior is then governed by a quasi-linear plasticity model. Tolga Göktekin, Adam W. Bargteil, James F. O'Brien |
ACM Trans. Graph. | 3 |
| 2004 | Interpolating and approximating implicit surfaces from polygon soupabstractThis paper describes a method for building interpolating or approximating implicit surfaces from polygonal data. The user can choose to generate a surface that exactly interpolates the polygons, or a surface that approximates the input by smoothing away features smaller than some user-specified size. The implicit functions are represented using a moving least-squares formulation with constraints integrated over the polygons. The paper also presents an improved method for enforcing normal constraints and an iterative procedure for ensuring that the implicit surface tightly encloses the input vertices. Chen Shen 0012, James F. O'Brien, Jonathan Richard Shewchuk |
ACM Trans. Graph. | 2 |
| 2003 | Interactive Deformation Using Modal Analysis with Constraints
Kris Hauser, Chen Shen 0012, James F. O'Brien |
Graphics Interface | 3 |
| 2003 | Spectral watertight surface reconstructionabstractNo abstract available. Ravi Krishna Kolluri, Jonathan Richard Shewchuk, James F. O'Brien |
SIGGRAPH | 3 |
| 2003 | Motion synthesis from annotationsabstractThis paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline with annotations --- like walk, run or jump --- from a vocabulary which is freely chosen by the user. The system then assembles frames from a motion database so that the final motion performs the specified actions at specified times. The motion can also be forced to pass through particular configurations at particular times, and to go to a particular position and orientation. Annotations can be painted positively (for example, must run), negatively (for example, may not run backwards) or as a don't-care . The system uses a novel search method, based around dynamic programming at several scales, to obtain a solution efficiently so that authoring is interactive. Our results demonstrate that the method can generate smooth, natural-looking motion.The annotation vocabulary can be chosen to fit the application, and allows specification of composite motions (run and jump simultaneously, for example). The process requires a collection of motion data that has been annotated with the chosen vocabulary. This paper also describes an effective tool, based around repeated use of support vector machines, that allows a user to annotate a large collection of motions quickly and easily so that they may be used with the synthesis algorithm. Okan Arikan, David A. Forsyth, James F. O'Brien |
ACM Trans. Graph. | 3 |
| 2003 | Animating suspended particle explosionsabstractThis paper describes a method for animating suspended particle explosions. Rather than modeling the numerically troublesome, and largely invisible blast wave, the method uses a relatively stable incompressible fluid model to account for the motion of air and hot gases. The fluid's divergence field is adjusted directly to account for detonations and the generation and expansion of gaseous combustion products. Particles immersed in the fluid track the motion of particulate fuel and soot as they are advected by the fluid. Combustion is modeled using a simple but effective process governed by the particle and fluid systems. The method has enough flexibility to also approximate sprays of burning liquids. This paper includes several demonstrative examples showing air bursts, explosions near obstacles, confined explosions, and burning sprays. Because the method is based on components that allow large time integration steps, it only requires a few seconds of computation per frame for the examples shown. Bryan E. Feldman, James F. O'Brien, Okan Arikan |
ACM Trans. Graph. | 2 |
| 2002 | Case Study: Visualizing Ocean Flow Vertical Motions using Lagrangian-Eulerian Time SurfacesabstractOcean model simulations commonly assume the ocean is hydrostatic, resulting in near zero vertical motion. The vertical motion found is typically associated with the variations of the thermocline depth over time, which are mainly a result of the development and movement of ocean fronts, eddies, and internal waves. A new technique, extended from Lagrangian-Eulerian Advection, is presented to help understand the variation of vertical motion associated with the change in thermocline depth over time. A time surface is correctly deformed in a single direction according to the flow. The evolution of the time surface is computed via a mixture of Eulerian and Lagrangian techniques. The dominant horizontal motion is textured onto the surface using texture advection, while both the horizontal and vertical motions are used to displace the surface. The resulting surface is shaded for enhanced contrast. Timings indicate that the overhead over standard 2D texture advection is no more than 12%. Josh Grant, Gordon Erlebacher, James F. O'Brien |
IEEE Visualization | 3 |
| 2002 | Graphical modeling and animation of ductile fractureabstractIn this paper, we describe a method for realistically animating ductile fracture in common solid materials such as plastics and metals. The effects that characterize ductile fracture occur due to interaction between plastic yielding and the fracture process. By modeling this interaction, our ductile fracture method can generate realistic motion for a much wider range of materials than could be realized with a purely brittle model. This method directly extends our prior work on brittle fracture [O'Brien and Hodgins, SIGGRAPH 99]. We show that adapting that method to ductile as well as brittle materials requires only a simple to implement modification that is computationally inexpensive. This paper describes this modification and presents results demonstrating some of the effects that may be realized with it. James F. O'Brien, Adam W. Bargteil, Jessica K. Hodgins |
ACM Trans. Graph. | 1 |
| 2002 | Modelling with implicit surfaces that interpolateabstractWe introduce new techniques for modelling with interpolating implicit surfaces . This form of implicit surface was first used for problems of surface reconstruction and shape transformation, but the emphasis of our work is on model creation. These implicit surfaces are described by specifying locations in 3D through which the surface should pass, and also identifying locations that are interior or exterior to the surface. A 3D implicit function is created from these constraints using a variational scattered data interpolation approach, and the iso-surface of this function describes a surface. Like other implicit surface descriptions, these surfaces can be used for CSG and interference detection, may be interactively manipulated, are readily approximated by polygonal tilings, and are easy to ray trace. A key strength for model creation is that interpolating implicit surfaces allow the direct specification of both the location of points on the surface and the surface normals. These are two important manipulation techniques that are difficult to achieve using other implicit surface representations such as sums of spherical or ellipsoidal Gaussian functions ("blobbies"). We show that these properties make this form of implicit surface particularly attractive for interactive sculpting using the particle sampling technique introduced by Witkin and Heckbert. Our formulation also yields a simple method for converting a polygonal model to a smooth implicit model, as well as a new way to form blends between objects. Greg Turk, James F. O'Brien |
ACM Trans. Graph. | 2 |
| 2001 | Synthesizing sounds from physically based motionabstractThis paper describes a technique for approximating sounds that are generated by the motions of solid objects. The technique builds on previous work in the field of physically based animation that uses deformable models to simulate the behavior of the solid objects. As the motions of the objects are computed, their surfaces are analyzed to determine how the motion will induce acoustic pressure waves in the surrounding medium. Our technique computes the propagation of those waves to the listener and then uses the results to generate sounds corresponding to the behavior of the simulated objects. James F. O'Brien, Perry R. Cook, Georg Essl |
SIGGRAPH | 1 |
| 2001 | Implicit Surfaces that InterpolateabstractImplicit surfaces are often created by summing a collection of radial basis functions. Researchers have begun to create implicit surfaces that exactly interpolate a given set of points by solving a simple linear system to assign weights to each basis function. Due to their ability to interpolate, these implicit surfaces are more easily controllable than traditional "blobby" implicits. There are several additional forms of control over these surfaces that make them attractive for a variety of applications. Surface normals may be directly specified at any location over the surface, and this allows the modeller to pivot the normal while still having the surface pass through the constraints. The degree of smoothness of the surface can be controlled by changing the shape of the basis functions, allowing the surface to be pinched or smooth. On a point-by-point basis the modeller may decide whether a constraint point should be exactly interpolated or approximated. Applications of these implicits include shape transformation, creating surfaces from computer vision data, creation of an implicit surface from a polygonal model, and medical surface reconstruction. Greg Turk, Huong Quynh Dinh, James F. O'Brien, Gary D. Yngve |
Shape Modeling International | 3 |
| 2000 | Automatic Joint Parameter Estimation from Magnetic Motion Capture Data
James F. O'Brien, Bobby Bodenheimer, Gabriel J. Brostow, Jessica K. Hodgins |
Graphics Interface | 1 |
| 2000 | Animating explosionsabstractIn this paper, we introduce techniques for animating explosions and their effects. The primary effect of an explosion is a disturbance that causes a shock wave to propagate through the surrounding medium. The disturbance determines the behavior of nearly all other secondary effects seen in explosion. We simulate the propagation of an explosion through the surrounding air using a computational fluid dynamics model based on the equations for compressible, viscous flow. To model the numerically stable formation of shocks along blast wave fronts, we employ an integration method that can handle steep pressure gradients without introducing inappropriate damping. The system includes two-way coupling between solid objects and surrounding fluid. Using this technique, we can generate a variety of effects including shaped explosive charges, a projectile propelled from a chamber by an explosion, and objects damaged by a blast. With appropriate rendering techniques, our explosion model can be used to create such visual effects as fireballs, dust clouds, and the refraction of light caused by a blast wave. Gary D. Yngve, James F. O'Brien, Jessica K. Hodgins |
SIGGRAPH | 2 |
| 1999 | Graphical Modeling and Animation of Brittle FractureabstractIn this paper, we augment existing techniques for simulating flex-ible objects to include models for crack initiation and propagation in three-dimensional volumes. By analyzing the stress tensors com-puted over a finite element model, the simulation determines where cracks should initiate and in what directions they should propagate. We demonstrate our results with animations of breaking bowls, cracking walls, and objects that fracture when they collide. By varying the shape of the objects, the material properties, and the initial conditions of the simulations, we can create strikingly dif-ferent effects ranging from a wall that shatters when it is hit by a wrecking ball to a bowl that breaks in two when it is dropped on edge. James F. O'Brien, Jessica K. Hodgins |
SIGGRAPH | 1 |
| 1999 | Shape Transformation Using Variational Implicit FunctionsabstractTraditionally, shape transformation using implicit functions is performed in two distinct steps: 1) creating two implicit functions, and 2) interpolating between these two functions. We present a new shape transformation method that combines these two tasks into a single step. We create a transformation between two N-dimensional objects by casting this as a scattered data interpolation problem in N + 1 dimensions. For the case of 2D shapes, we place all of our data constraints within two planes, one for each shape. These planes are placed parallel to one another in 3D. Zero-valued constraints specify the locations of shape boundaries and positive-valued constraints are placed along the normal direction in towards the center of the shape. We then invoke a variational interpolation technique (the 3D generalization of thin-plate interpolation), and this yields a single implicit function in 3D. Intermediate shapes are simply the zero-valued contours of 2D slices through this 3D function. Shape transformation between 3D shapes can be performed similarly by solving a 4D interpolation problem. To our knowledge, ours is the first shape transformation method to unify the tasks of implicit function creation and interpolation. The transformations produced by this method appear smooth and natural, even between objects of differing topologies. If desired, one or more additional shapes may be introduced that influence the intermediate shapes in a sequence. Our method can also reconstruct surfaces from multiple slices that are not restricted to being parallel to one another. Greg Turk, James F. O'Brien |
SIGGRAPH | 2 |
| 1999 | Animating Sand, Mud, and SnowabstractComputer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most runners leave no footprints. In this paper, we describe a simulation model of ground surfaces that can be deformed by the impact of rigid body models of animated characters. To demonstrate the algorithms, we show footprints made by a runner in sand, mud, and snow as well as bicycle tire tracks, a bicycle crash, and a falling runner. The shapes of the footprints in the three surfaces are quite different, but the effects were controlled through only five essentially independent parameters. To assess the realism of the resulting motion, we compare the simulated footprints to human footprints in sand. Robert W. Sumner, James F. O'Brien, Jessica K. Hodgins |
Comput. Graph. Forum | 2 |
| 1998 | Animating Sand, Mud & Snow
Robert W. Sumner, James F. O'Brien, Jessica K. Hodgins |
Graphics Interface | 2 |
| 1998 | Perception of Human Motion With Different Geometric ModelsabstractHuman figures have been animated using a variety of geometric models, including stick figures, polygonal models and NURBS-based models with muscles, flexible skin or clothing. This paper reports on experimental results indicating that a viewer's perception of motion characteristics is affected by the geometric model used for rendering. Subjects were shown a series of paired motion sequences and asked if the two motions in each pair were the same or different. The motion sequences in each pair were rendered using the same geometric model. For the three types of motion variation tested, sensitivity scores indicate that subjects were better able to observe changes with the polygonal model than they were with the stick-figure model. Jessica K. Hodgins, James F. O'Brien, Jack Tumblin |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 1997 | Do Geometric Models Affect Judgments of Human Motion?
Jessica K. Hodgins, James F. O'Brien, Jack Tumblin |
Graphics Interface | 2 |
| 1995 | Dynamic simulation of splashing fluidsabstractWe describe a method for modeling the dynamic behavior of splashing fluids. The model simulates the behavior of a fluid when objects impact or float on its surface. The forces generated by the objects create waves and splashes on the surface of the fluid. To demonstrate the realism and limitations of the model, images from a computer-generated animation are presented and compared with video frames of actual splashes occurring under similar initial conditions.> James F. O'Brien, Jessica K. Hodgins |
CA | 1 |
| 1995 | Animating human athleticsabstractThis paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting.We animate these behaviors using control algorithms that cause a physically realistic model to perform the desired maneuver.For example, control algorithms allow the simulated humans to maintain balance while moving their arms, to run or bicycle at a variety of speeds, and to perform a handspring vault.Algorithms for group behaviors allow a number of simulated bicyclists to ride as a group while avoiding simple patterns of obstacles.We add secondary motion to the animations with springmass simulations of clothing driven by the rigid-body motion of the simulated human.For each simulation, we compare the computed motion to that of humans performing similar maneuvers both qualitatively through the comparison of real and simulated video images and quantitatively through the comparison of simulated and biomechanical data. Jessica K. Hodgins, Wayne L. Wooten, David C. Brogan, James F. O'Brien |
SIGGRAPH | 4 |