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Gary D. Yngve

dblp:99/1487 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2003
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-authorTheory of computation · 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
3 papers
Computer animation and physical simulation · 45% Geometric modeling and processing · 34% Image and video processing · 17%
Theoretical computer science
1 paper
Combinatorics and discrete mathematics · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.012003
Layered acting for character animation · ACM Trans. Graph. 2003
Computer animation and physical simulation
motion editing
0.012003
Layered acting for character animation · ACM Trans. Graph. 2003
Image and video processing › image decomposition › image separation › layer separation
motion layer extraction
0.012003
Layered acting for character animation · ACM Trans. Graph. 2003
Geometric modeling and processing › implicit surface
implicit surface modeling
0.012002
Robust Creation of Implicit Surfaces from Polygonal Meshes · IEEE Trans. Vis. Comput. Graph. 2002
Geometric modeling and processing › surface reconstruction
implicit surface reconstruction
0.012002
Robust Creation of Implicit Surfaces from Polygonal Meshes · IEEE Trans. Vis. Comput. Graph. 2002
Combinatorics and discrete mathematics
tiling
0.012000
Random three-dimensional tilings of Aztec octahedra and tetrahedra: an extension of domino tilings · SODA 2000
Geometric modeling and processing › mesh processing › surface mesh processing
polygonal mesh processing
0.012002
Robust Creation of Implicit Surfaces from Polygonal Meshes · IEEE Trans. Vis. Comput. Graph. 2002
Rendering
volume rendering
0.012000
Animating explosions · SIGGRAPH 2000

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

motion capture · 0.0variational interpolation · 0.0thin-plate spline · 0.0iterative constraint refinement · 0.0
YearPublicationVenuePosition
2003 Layered acting for character animation
abstract
We introduce an acting-based animation system for creating and editing character animation at interactive speeds. Our system requires minimal training, typically under an hour, and is well suited for rapidly prototyping and creating expressive motion. A real-time motion-capture framework records the user's motions for simultaneous analysis and playback on a large screen. The animator's real-world, expressive motions are mapped into the character's virtual world. Visual feedback maintains a tight coupling between the animator and character. Complex motion is created by layering multiple passes of acting. We also introduce a novel motion-editing technique, which derives implicit relationships between the animator and character. The animator mimics some aspect of the character motion, and the system infers the association between features of the animator's motion and those of the character. The animator modifies the mimic by acting again, and the system maps the changes onto the character. We demonstrate our system with several examples and present the results from informal user studies with expert and novice animators.
Mira Dontcheva, Gary D. Yngve, Zoran Popovic
ACM Trans. Graph.2
2002 Robust Creation of Implicit Surfaces from Polygonal Meshes
abstract
Implicit surfaces are used for a number of tasks in computer graphics, including modeling soft or organic objects, morphing, collision detection, and constructive solid geometry. Although operating on implicit surfaces is usually straightforward, creating them is not. We introduce a practical method for creating implicit surfaces from polygonal models that produces high-quality results for complex surfaces. Whereas much previous work in implicit surfaces has been done with primitives such as "blobbies," we use implicit surfaces based on a variational interpolation technique (the three-dimensional generalization of thin-plate interpolation). Given a polygonal mesh, we convert the data to a volumetric representation to use as a guide for creating the implicit surface iteratively. We begin by seeding the surface with a number of constraint points through which the surface must pass. Iteratively, additional constraints are added; the resulting surfaces are evaluated, and the errors guide the placement of subsequent constraints. We have applied our method successfully to a variety of polygonal meshes and consider it to be robust.
Gary D. Yngve, Greg Turk
IEEE Trans. Vis. Comput. Graph.1
2001 Implicit Surfaces that Interpolate
abstract
Implicit 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 International4
2000 Animating explosions
abstract
In 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
SIGGRAPH1
2000 Random three-dimensional tilings of Aztec octahedra and tetrahedra: an extension of domino tilings
Dana Randall, Gary D. Yngve
SODA2