Greg Turk

dblp:t/GregTurk · DBLP profile ↗
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80ranked-venue papers
10as first author
8since 2021 · last 2026
0000-0002-3419-6369ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 61 · 9 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 19 · 6 first-author · 2 since 2021Artificial intelligence and machine learning · 16 · 1 first-author · 3 since 2021Systems, architecture and hardware · 6 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 since 2021

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
48 papers
Computer animation and physical simulation · 65% Geometric modeling and processing · 17% Rendering · 9%
Artificial intelligence
12 papers
Reinforcement learning · 24% 3D vision · 22% Generative modeling · 20%
Human-computer interaction and pervasive computing
9 papers
Human-robot interaction · 79% Accessibility and assistive technology · 15% Health and well-being technologies · 4%

Topics — the 30 heaviest of 101, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
2.6102025
Fluid Simulation on Vortex Particle Flow Maps · ACM Trans. Graph. 2025
An Adjoint Method for Differentiable Fluid Simulation on Flow Maps · SIGGRAPH Asia 2025
Blending liquids · ACM Trans. Graph. 2014
Computer animation and physical simulation
character animation
1.662020
Learning to manipulate amorphous materials · ACM Trans. Graph. 2020
Learning symmetric and low-energy locomotion · ACM Trans. Graph. 2018
Learning to dress: synthesizing human dressing motion via deep reinforcement learning · ACM Trans. Graph. 2018
Human-robot interaction
assistive robotics
1.222025
Understanding Expectations for a Robotic Guide Dog for Visually Impaired People · HRI 2025
Haptic simulation for robot-assisted dressing · ICRA 2017
Machine learning › Generative modeling
flow matching
1.012026
Generative Modeling with Orbit-Space Particle Flow Matching · ACM Trans. Graph. 2026
Machine learning › Reinforcement learning › transfer learning in reinforcement learning
policy transfer
0.922021
Protective Policy Transfer · ICRA 2021
Policy Transfer with Strategy Optimization · ICLR (Poster) 2019
Computer animation and physical simulation › fluid simulation
differentiable fluid simulation
0.912025
An Adjoint Method for Differentiable Fluid Simulation on Flow Maps · SIGGRAPH Asia 2025
Human-robot interaction › assistive robotics
robotic guide dog
0.912025
Understanding Expectations for a Robotic Guide Dog for Visually Impaired People · HRI 2025
Human-robot interaction
physical human-robot interaction
0.832023
Characterizing Multidimensional Capacitive Servoing for Physical Human-Robot Interaction · IEEE Trans. Robotics 2023
Deep Haptic Model Predictive Control for Robot-Assisted Dressing · ICRA 2018
What does the person feel? Learning to infer applied forces during robot-assisted dressing · ICRA 2017
Robotics › Robot manipulation › medical robotics
assistive dressing
0.732018
Deep Haptic Model Predictive Control for Robot-Assisted Dressing · ICRA 2018
What does the person feel? Learning to infer applied forces during robot-assisted dressing · ICRA 2017
Haptic simulation for robot-assisted dressing · ICRA 2017
Computer vision › 3D vision
3d human pose estimation
0.712023
BodyPressure - Inferring Body Pose and Contact Pressure From a Depth Image · IEEE Trans. Pattern Anal. Mach. Intell. 2023
Computer vision › Face, body and person analysis
human pose estimation
0.712023
BodyPressure - Inferring Body Pose and Contact Pressure From a Depth Image · IEEE Trans. Pattern Anal. Mach. Intell. 2023
Robotics › Legged, aerial and field robots › legged robots
legged robot locomotion
0.512021
Protective Policy Transfer · ICRA 2021
Robotics › Legged, aerial and field robots
locomotion
0.512021
Protective Policy Transfer · ICRA 2021
Computer vision › 3D vision
human mesh recovery
0.412020
Bodies at Rest: 3D Human Pose and Shape Estimation From a Pressure Image Using Synthetic Data · CVPR 2020
Computer animation and physical simulation › physically-based modeling
position-based dynamics
0.412020
Learning to manipulate amorphous materials · ACM Trans. Graph. 2020
Machine learning › Reinforcement learning
deep reinforcement learning
0.422018
Learning to dress: synthesizing human dressing motion via deep reinforcement learning · ACM Trans. Graph. 2018
Learning symmetric and low-energy locomotion · ACM Trans. Graph. 2018
Machine learning › Reinforcement learning
multi-objective reinforcement learning
0.412019
Learning Novel Policies For Tasks · ICML 2019
Machine learning › Reinforcement learning › exploration
novelty-based exploration
0.412019
Learning Novel Policies For Tasks · ICML 2019
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.412019
Learning Novel Policies For Tasks · ICML 2019
Computer animation and physical simulation
character control
0.322014
Learning bicycle stunts · ACM Trans. Graph. 2014
Soft body locomotion · ACM Trans. Graph. 2012
Robotics › Motion planning and robot control › robot learning › sensorimotor learning
motor skill learning
0.312018
Learning to dress: synthesizing human dressing motion via deep reinforcement learning · ACM Trans. Graph. 2018
Geometric modeling and processing
surface reconstruction
0.362013
Reconstructing surfaces of particle-based fluids using anisotropic kernels · ACM Trans. Graph. 2013
Terrain Synthesis from Digital Elevation Models · IEEE Trans. Vis. Comput. Graph. 2007
Reconstructing Surfaces by Volumetric Regularization Using Radial Basis Functions · IEEE Trans. Pattern Anal. Mach. Intell. 2002
Robotics › Robot manipulation › force sensing
force estimation
0.312017
What does the person feel? Learning to infer applied forces during robot-assisted dressing · ICRA 2017
Accessibility and assistive technology › assistive technology
robot-assisted dressing
0.312017
Haptic simulation for robot-assisted dressing · ICRA 2017
Rendering
non-photorealistic rendering
0.332012
A non-photorealistic rendering framework with temporal coherence for augmented reality · ISMAR 2012
Painterly rendering with coherence for augmented reality · ISMAR 2010
Vector field design on surfaces · ACM Trans. Graph. 2006
Computer animation and physical simulation › fluid simulation
eulerian-lagrangian simulation
0.312025
Fluid Simulation on Vortex Particle Flow Maps · ACM Trans. Graph. 2025
Accessibility and assistive technology › visual impairment
blind and low vision users
0.312025
Understanding Expectations for a Robotic Guide Dog for Visually Impaired People · HRI 2025
Rendering › non-photorealistic rendering
painterly rendering
0.322012
A non-photorealistic rendering framework with temporal coherence for augmented reality · ISMAR 2012
Painterly rendering with coherence for augmented reality · ISMAR 2010
Image and video processing › video processing
temporal consistency
0.322012
A non-photorealistic rendering framework with temporal coherence for augmented reality · ISMAR 2012
Painterly rendering with coherence for augmented reality · ISMAR 2010
Computer animation and physical simulation
cloth simulation
0.212015
Animating human dressing · ACM Trans. Graph. 2015

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

flow map · 1.7physics-based simulation · 1.4synthetic data augmentation · 1.3soft-body physics simulation · 1.3human body mesh model · 1.3deep reinforcement learning · 1.3deep network · 1.3capacitive sensor array · 1.3permutation symmetry · 1.0orbit-space canonicalization · 1.0arc-length-aware velocity · 1.0vortex particles · 0.9user study · 0.9solid boundary treatment · 0.9long-short time-sparse representation · 0.9hessian evolution · 0.9adjoint method · 0.9data-driven pose estimation · 0.7
YearPublicationVenuePosition
2026 Generative Modeling with Orbit-Space Particle Flow Matching
abstract
We present Orbit-Space Geometric Probability Paths (OGPP) , a particle-native flow-matching framework for generative modeling of particle systems. OGPP is motivated by two insights: (i) particles are defined up to permutation symmetries , so anonymous indexing inflates per-index target variance and yields curved, hard-to-learn flows; (ii) particles live in physical space, so the flow's terminal velocity has physical meaning and can encode geometric attributes (e.g., surface normals). OGPP instantiates three key components: (1) orbit-space canonicalization of the probability-path terminal endpoint, (2) particle index embeddings for role specialization, and (3) geometric probability paths with arc-length-aware terminal velocities that generate normals as a byproduct of the flow. We evaluate OGPP on minimal-surface benchmarks, where it reduces metric error by up to two orders of magnitude in a single inference step; on ShapeNet, where it matches the state-of-the-art with 5× fewer steps and reaches airplane EMD comparable to DiT-3D with 26× fewer parameters and 5× fewer steps; and on single-shape encoding, where it produces normals and reconstructions competitive with 6D generators while operating entirely in 3D.
Jinjin He, Shenyifan Lu, Ruicheng Wang, Greg Turk, Bo Zhu 0002
ACM Trans. Graph.5
2025 Understanding Expectations for a Robotic Guide Dog for Visually Impaired People
abstract
Robotic guide dogs hold significant potential to enhance the autonomy and mobility of blind or visually impaired (BVI) individuals by offering universal assistance over unstructured terrains at affordable costs. However, the design of robotic guide dogs remains underexplored, particularly in systematic aspects such as gait controllers, navigation behaviors, interaction methods, and verbal explanations. Our study addresses this gap by conducting user studies with 18 BVI participants, comprising 15 cane users and three guide dog users. Participants interacted with a quadrupedal robot and provided both quantitative and qualitative feedback. Our study revealed several design implications, such as a preference for a learning-based controller and a rigid handle, gradual turns with asymmetric speeds, semantic communication methods, and explainability. The study also highlighted the importance of customization to support users with diverse backgrounds and preferences, along with practical concerns such as battery life, maintenance, and weather issues. These findings offer valuable insights and design implications for future research and development of robotic guide dogs.
Joanne Taery Kim, Morgan Byrd, Jack L. Crandell, Bruce N. Walker, Greg Turk, Sehoon Ha
HRI5
2025 An Adjoint Method for Differentiable Fluid Simulation on Flow Maps
abstract
This paper presents a novel adjoint solver for differentiable fluid simulation based on bidirectional flow maps. Our key observation is that the forward fluid solver and its corresponding backward, adjoint solver share the same flow map as the forward simulation. In the forward pass, this map transports fluid impulse variables from the initial frame to the current frame to simulate vortical dynamics. In the backward pass, the same map propagates adjoint variables from the current frame back to the initial frame to compute gradients. This shared long-range map allows the accuracy of gradient computation to benefit directly from improvements in flow map construction. Building on this insight, we introduce a novel adjoint solver that solves the adjoint equations directly on the flow map, enabling long-range and accurate differentiation of incompressible flows without differentiating intermediate numerical steps or storing intermediate variables, as required in conventional adjoint methods. To further improve efficiency, we propose a long-short time-sparse flow map representation for evolving adjoint variables. Our approach has low memory usage, requiring only 6.53GB of data at a resolution of 1923 while preserving high accuracy in tracking vorticity, enabling new differentiable simulation tasks that require precise identification, prediction, and control of vortex dynamics.
Zhiqi Li 0004, Jinjin He, Barnabás Börcsök, Taiyuan Zhang, Duowen Chen 0003, Tao Du 0001, Ming C. Lin, Greg Turk, Bo Zhu 0002
SIGGRAPH Asia8
2025 Fluid Simulation on Vortex Particle Flow Maps
abstract
We propose the V ortex P article F low M ap (VPFM) method to simulate incompressible flow with complex vortical evolution in the presence of dynamic solid boundaries. The core insight of our approach is that vorticity is an ideal quantity for evolution on particle flow maps, enabling significantly longer flow map distances compared to other fluid quantities like velocity or impulse. To achieve this goal, we developed a hybrid Eulerian-Lagrangian representation that evolves vorticity and flow map quantities on vortex particles, while reconstructing velocity on a background grid. The method integrates three key components: (1) a vorticity-based particle flow map framework, (2) an accurate Hessian evolution scheme on particles, and (3) a solid boundary treatment for no-through and no-slip conditions in VPFM. These components collectively allow a substantially longer flow map length ( 3–12 times longer) than the state-of-the-art, enhancing vorticity preservation over extended spatiotemporal domains. We validated the performance of VPFM through diverse simulations, demonstrating its effectiveness in capturing complex vortex dynamics and turbulence phenomena.
Junwei Zhou 0001, Zhiqi Li 0004, Yuchen Sun 0002, Duowen Chen 0003, Greg Turk, Bo Zhu 0002
ACM Trans. Graph.7
2023 Learning to Transfer In-Hand Manipulations Using a Greedy Shape Curriculum
abstract
Abstract In‐hand object manipulation is challenging to simulate due to complex contact dynamics, non‐repetitive finger gaits, and the need to indirectly control unactuated objects. Further adapting a successful manipulation skill to new objects with different shapes and physical properties is a similarly challenging problem. In this work, we show that natural and robust in‐hand manipulation of simple objects in a dynamic simulation can be learned from a high quality motion capture example via deep reinforcement learning with careful designs of the imitation learning problem. We apply our approach on both single‐handed and two‐handed dexterous manipulations of diverse object shapes and motions. We then demonstrate further adaptation of the example motion to a more complex shape through curriculum learning on intermediate shapes morphed between the source and target object. While a naive curriculum of progressive morphs often falls short, we propose a simple greedy curriculum search algorithm that can successfully apply to a range of objects such as a teapot, bunny, bottle, train, and elephant.
Alexander Clegg, Sehoon Ha, Greg Turk, Yuting Ye
Comput. Graph. Forum4
2023 BodyPressure - Inferring Body Pose and Contact Pressure From a Depth Image
abstract
Contact pressure between the human body and its surroundings has important implications. For example, it plays a role in comfort, safety, posture, and health. We present a method that infers contact pressure between a human body and a mattress from a depth image. Specifically, we focus on using a depth image from a downward facing camera to infer pressure on a body at rest in bed occluded by bedding, which is directly applicable to the prevention of pressure injuries in healthcare. Our approach involves augmenting a real dataset with synthetic data generated via a soft-body physics simulation of a human body, a mattress, a pressure sensing mat, and a blanket. We introduce a novel deep network that we trained on an augmented dataset and evaluated with real data. The network contains an embedded human body mesh model and uses a white-box model of depth and pressure image generation. Our network successfully infers body pose, outperforming prior work. It also infers contact pressure across a 3D mesh model of the human body, which is a novel capability, and does so in the presence of occlusion from blankets.
Henry M. Clever, Patrick Grady, Greg Turk, Charles C. Kemp
IEEE Trans. Pattern Anal. Mach. Intell.3
2023 Characterizing Multidimensional Capacitive Servoing for Physical Human-Robot Interaction
abstract
Toward the goal of robots performing robust and intelligent physical interactions with people, it is crucial that robots are able to accurately sense the human body, follow trajectories around the body, and track human motion. This study introduces a capacitive servoing control scheme that allows a robot to sense and navigate around human limbs during close physical interactions. Capacitive servoing leverages temporal measurements from a multielectrode capacitive sensor array mounted on a robot's end effector to estimate the relative position and orientation (pose) of a nearby human limb. Capacitive servoing then uses these human pose estimates from a data-driven pose estimator within a feedback control loop in order to maneuver the robot's end effector around the surface of a human limb. We provide a design overview of capacitive sensors for human–robot interaction and then investigate the performance and generalization of capacitive servoing through an experiment with 12 human participants. The results indicate that multidimensional capacitive servoing enables a robot's end effector to move proximally or distally along human limbs while adapting to human pose. Using a cross-validation experiment, results further show that capacitive servoing generalizes well across people with different body size.
Zackory Erickson, Henry M. Clever, Vamsee Gangaram, Eliot Xing, Greg Turk, C. Karen Liu, Charles C. Kemp
IEEE Trans. Robotics5
2021 Protective Policy Transfer
abstract
Being able to transfer existing skills to new situations is a key capability when training robots to operate in unpredictable real-world environments. A successful transfer algorithm should not only minimize the number of samples that the robot needs to collect in the new environment, but also prevent the robot from damaging itself or the surrounding environment during the transfer process. In this work, we introduce a policy transfer algorithm for adapting robot locomotion skills to novel scenarios while minimizing serious failures. Our algorithm trains two control policies in the training environment: a task policy that is optimized to complete the task of interest, and a protective policy that is dedicated to keep the robot from unsafe events (e.g. falling to the ground). To decide which policy to use during execution, we learn a safety estimator model in the training environment that estimates a continuous safety level of the robot. When used with a set of thresholds, the safety estimator becomes a classifier for switching between the protective policy and the task policy. We evaluate our approach on four simulated robot locomotion problems and show that our method can achieve successful transfer to notably different environments while taking the robot’s safety into consideration.
Wenhao Yu 0003, C. Karen Liu, Greg Turk
ICRA3
2020 Bodies at Rest: 3D Human Pose and Shape Estimation From a Pressure Image Using Synthetic Data
abstract
People spend a substantial part of their lives at rest in bed. 3D human pose and shape estimation for this activity would have numerous beneficial applications, yet line-of-sight perception is complicated by occlusion from bedding. Pressure sensing mats are a promising alternative, but training data is challenging to collect at scale. We describe a physics-based method that simulates human bodies at rest in a bed with a pressure sensing mat, and present PressurePose, a synthetic dataset with 206K pressure images with 3D human poses and shapes. We also present PressureNet, a deep learning model that estimates human pose and shape given a pressure image and gender. PressureNet incorporates a pressure map reconstruction (PMR) network that models pressure image generation to promote consistency between estimated 3D body models and pressure image input. In our evaluations, PressureNet performed well with real data from participants in diverse poses, even though it had only been trained with synthetic data. When we ablated the PMR network, performance dropped substantially.
Henry M. Clever, Zackory Erickson, Ariel Kapusta, Greg Turk, C. Karen Liu, Charles C. Kemp
CVPR4
2020 Learning to manipulate amorphous materials
abstract
We present a method of training character manipulation of amorphous materials such as those often used in cooking. Common examples of amorphous materials include granular materials (salt, uncooked rice), fluids (honey), and visco-plastic materials (sticky rice, softened butter). A typical task is to spread a given material out across a flat surface using a tool such as a scraper or knife. We use reinforcement learning to train our controllers to manipulate materials in various ways. The training is performed in a physics simulator that uses position-based dynamics of particles to simulate the materials to be manipulated. The neural network control policy is given observations of the material (e.g. a low-resolution density map), and the policy outputs actions such as rotating and translating the knife. We demonstrate policies that have been successfully trained to carry out the following tasks: spreading, gathering, and flipping. We produce a final animation by using inverse kinematics to guide a character's arm and hand to match the motion of the manipulation tool such as a knife or a frying pan.
Wenhao Yu 0003, C. Karen Liu, Charles C. Kemp, Greg Turk
ACM Trans. Graph.5
2019 Policy Transfer with Strategy Optimization
Wenhao Yu 0003, C. Karen Liu, Greg Turk
ICLR (Poster)3
2019 Learning Novel Policies For Tasks
abstract
In this work, we present a reinforcement learning algorithm that can find a variety of policies (novel policies) for a task that is given by a task reward function. Our method does this by creating a second reward function that recognizes previously seen state sequences and rewards those by novelty, which is measured using autoencoders that have been trained on state sequences from previously discovered policies. We present a two-objective update technique for policy gradient algorithms in which each update of the policy is a compromise between improving the task reward and improving the novelty reward. Using this method, we end up with a collection of policies that solves a given task as well as carrying out action sequences that are distinct from one another. We demonstrate this method on maze navigation tasks, a reaching task for a simulated robot arm, and a locomotion task for a hopper. We also demonstrate the effectiveness of our approach on deceptive tasks in which policy gradient methods often get stuck.
Wenhao Yu 0003, Greg Turk
ICML3
2019 Sim-to-Real Transfer for Biped Locomotion
abstract
We present a new approach for transfer of dynamic robot control policies such as biped locomotion from simulation to real hardware. Key to our approach is to perform system identification of the model parameters μ of the hardware (e.g. friction, center-of-mass) in two distinct stages, before policy learning (pre-sysID) and after policy learning (post-sysID). Pre-sysID begins by collecting trajectories from the physical hardware based on a set of generic motion sequences. Because the trajectories may not be related to the task of interest, presysID does not attempt to accurately identify the true value of μ, but only to approximate the range of μ to guide the policy learning. Next, a Projected Universal Policy (PUP) is created by simultaneously training a network that projects μ to a low-dimensional latent variable η and a family of policies that are conditioned on η. The second round of system identification (post-sysID) is then carried out by deploying the PUP on the robot hardware using task-relevant trajectories. We use Bayesian Optimization to determine the values for η that optimize the performance of PUP on the real hardware. We have used this approach to create three successful biped locomotion controllers (walk forward, walk backwards, walk sideways) on the Darwin OP2 robot.
Wenhao Yu 0003, Visak C. V. Kumar, Greg Turk, C. Karen Liu
IROS3
2018 Deep Haptic Model Predictive Control for Robot-Assisted Dressing
abstract
Robot-assisted dressing offers an opportunity to benefit the lives of many people with disabilities, such as some older adults. However, robots currently lack common sense about the physical implications of their actions on people. The physical implications of dressing are complicated by non-rigid garments, which can result in a robot indirectly applying high forces to a person's body. We present a deep recurrent model that, when given a proposed action by the robot, predicts the forces a garment will apply to a person's body. We also show that a robot can provide better dressing assistance by using this model with model predictive control. The predictions made by our model only use haptic and kinematic observations from the robot's end effector, which are readily attainable. Collecting training data from real world physical human-robot interaction can be time consuming, costly, and put people at risk. Instead, we train our predictive model using data collected in an entirely self-supervised fashion from a physics-based simulation. We evaluated our approach with a PR2 robot that attempted to pull a hospital gown onto the arms of 10 human participants. With a 0.2s prediction horizon, our controller succeeded at high rates and lowered applied force while navigating the garment around a persons fist and elbow without getting caught. Shorter prediction horizons resulted in significantly reduced performance with the sleeve catching on the participants' fists and elbows, demonstrating the value of our model's predictions. These behaviors of mitigating catches emerged from our deep predictive model and the controller objective function, which primarily penalizes high forces.
Zackory Erickson, Henry M. Clever, Greg Turk, C. Karen Liu, Charles C. Kemp
ICRA3
2018 Learning to dress: synthesizing human dressing motion via deep reinforcement learning
abstract
Creating animation of a character putting on clothing is challenging due to the complex interactions between the character and the simulated garment. We take a model-free deep reinforcement learning (deepRL) approach to automatically discovering robust dressing control policies represented by neural networks. While deepRL has demonstrated several successes in learning complex motor skills, the data-demanding nature of the learning algorithms is at odds with the computationally costly cloth simulation required by the dressing task. This paper is the first to demonstrate that, with an appropriately designed input state space and a reward function, it is possible to incorporate cloth simulation in the deepRL framework to learn a robust dressing control policy. We introduce a salient representation of haptic information to guide the dressing process and utilize it in the reward function to provide learning signals during training. In order to learn a prolonged sequence of motion involving a diverse set of manipulation skills, such as grasping the edge of the shirt or pulling on a sleeve, we find it necessary to separate the dressing task into several subtasks and learn a control policy for each subtask. We introduce a policy sequencing algorithm that matches the distribution of output states from one task to the input distribution for the next task in the sequence. We have used this approach to produce character controllers for several dressing tasks: putting on a t-shirt, putting on a jacket, and robot-assisted dressing of a sleeve.
Alexander Clegg, Wenhao Yu 0003, Jie Tan 0001, C. Karen Liu, Greg Turk
ACM Trans. Graph.5
2018 Learning symmetric and low-energy locomotion
abstract
Learning locomotion skills is a challenging problem. To generate realistic and smooth locomotion, existing methods use motion capture, finite state machines or morphology-specific knowledge to guide the motion generation algorithms. Deep reinforcement learning (DRL) is a promising approach for the automatic creation of locomotion control. Indeed, a standard benchmark for DRL is to automatically create a running controller for a biped character from a simple reward function [Duan et al. 2016]. Although several different DRL algorithms can successfully create a running controller, the resulting motions usually look nothing like a real runner. This paper takes a minimalist learning approach to the locomotion problem, without the use of motion examples, finite state machines, or morphology-specific knowledge. We introduce two modifications to the DRL approach that, when used together, produce locomotion behaviors that are symmetric, low-energy, and much closer to that of a real person. First, we introduce a new term to the loss function (not the reward function) that encourages symmetric actions. Second, we introduce a new curriculum learning method that provides modulated physical assistance to help the character with left/right balance and forward movement. The algorithm automatically computes appropriate assistance to the character and gradually relaxes this assistance, so that eventually the character learns to move entirely without help. Because our method does not make use of motion capture data, it can be applied to a variety of character morphologies. We demonstrate locomotion controllers for the lower half of a biped, a full humanoid, a quadruped, and a hexapod. Our results show that learned policies are able to produce symmetric, low-energy gaits. In addition, speed-appropriate gait patterns emerge without any guidance from motion examples or contact planning.
Wenhao Yu 0003, Greg Turk, C. Karen Liu
ACM Trans. Graph.2
2017 What does the person feel? Learning to infer applied forces during robot-assisted dressing
abstract
During robot-assisted dressing, a robot manipulates a garment in contact with a person's body. Inferring the forces applied to the person's body by the garment might enable a robot to provide more effective assistance and give the robot insight into what the person feels. However, complex mechanics govern the relationship between the robot's end effector and these forces. Using a physics-based simulation and data-driven methods, we demonstrate the feasibility of inferring forces across a person's body using only end effector measurements. Specifically, we present a long short-term memory (LSTM) network that at each time step takes a 9-dimensional input vector of force, torque, and velocity measurements from the robot's end effector and outputs a force map consisting of hundreds of inferred force magnitudes across the person's body. We trained and evaluated LSTMs on two tasks: pulling a hospital gown onto an arm and pulhng shorts onto a leg. For both tasks, the LSTMs produced force maps that were similar to ground truth when visualized as heat maps across the limbs. We also evaluated their performance in terms of root-mean-square error. Their performance degraded when the end effector velocity was increased outside the training range, but generalized well to limb rotations. Overall, our results suggest that robots could learn to infer the forces people feel during robot-assisted dressing, although the extent to which this will generalize to the real world remains an open question.
Zackory Erickson, Alexander Clegg, Wenhao Yu 0003, Greg Turk, C. Karen Liu, Charles C. Kemp
ICRA4
2017 Haptic simulation for robot-assisted dressing
abstract
There is a considerable need for assistive dressing among people with disabilities, and robots have the potential to fulfill this need. However, training such a robot would require extensive trials in order to learn the skills of assistive dressing. Such training would be time-consuming and require considerable effort to recruit participants and conduct trials. In addition, for some cases that might cause injury to the person being dressed, it is impractical and unethical to perform such trials. In this work, we focus on a representative dressing task of pulling the sleeve of a hospital gown onto a person's arm. We present a system that learns a haptic classifier for the outcome of the task given few (2-3) real-world trials with one person. Our system first optimizes the parameters of a physics simulator using real-world data. Using the optimized simulator, the system then simulates more haptic sensory data with noise models that account for randomness in the experiment. We then train hidden Markov Models (HMMs) on the simulated haptic data. The trained HMMs can then be used to classify and predict the outcome of the assistive dressing task based on haptic signals measured by a real robot's end effector. This system achieves 92.83% accuracy in classifying the outcome of the robot-assisted dressing task with people not included in simulation optimization. We compare our classifiers to those trained on real-world data. We show that the classifiers from our system can categorize the dressing task outcomes more accurately than classifiers trained on ten times more real data.
Wenhao Yu 0003, Ariel Kapusta, Jie Tan 0001, Charles C. Kemp, Greg Turk, C. Karen Liu
ICRA5
2017 Learning to navigate cloth using haptics
abstract
We present a controller that allows an armlike manipulator to navigate deformable cloth garments in simulation through the use of haptic information. The main challenge of such a controller is to avoid getting tangled in, tearing or punching through the deforming cloth. Our controller aggregates force information from a number of haptic-sensing spheres all along the manipulator for guidance. Based on haptic forces, each individual sphere updates its target location, and the conflicts that arise between this set of desired positions is resolved by solving an inverse kinematic problem with constraints. Reinforcement learning is used to train the controller for a single haptic-sensing sphere, where a training run is terminated (and thus penalized) when large forces are detected due to contact between the sphere and a simplified model of the cloth. In simulation, we demonstrate successful navigation of a robotic arm through a variety of garments, including an isolated sleeve, a jacket, a shirt, and shorts. Our controller out-performs two baseline controllers: one without haptics and another that was trained based on large forces between the sphere and cloth, but without early termination.
Alexander Clegg, Wenhao Yu 0003, Zackory Erickson, Jie Tan 0001, C. Karen Liu, Greg Turk
IROS6
2016 Data-driven haptic perception for robot-assisted dressing
abstract
Dressing is an important activity of daily living (ADL) with which many people require assistance due to impairments. Robots have the potential to provide dressing assistance, but physical interactions between clothing and the human body can be complex and difficult to visually observe. We provide evidence that data-driven haptic perception can be used to infer relationships between clothing and the human body during robot-assisted dressing. We conducted a carefully controlled experiment with 12 human participants during which a robot pulled a hospital gown along the length of each person's forearm 30 times. This representative task resulted in one of the following three outcomes: the hand missed the opening to the sleeve; the hand or forearm became caught on the sleeve; or the full forearm successfully entered the sleeve. We found that hidden Markov models (HMMs) using only forces measured at the robot's end effector classified these outcomes with high accuracy. The HMMs' performance generalized well to participants (98.61% accuracy) and velocities (98.61% accuracy) outside of the training data. They also performed well when we limited the force applied by the robot (95.8% accuracy with a 2N threshold), and could predict the outcome early in the process. Despite the lightweight hospital gown, HMMs that used forces in the direction of gravity substantially outperformed those that did not. The best performing HMMs used forces in the direction of motion and the direction of gravity.
Ariel Kapusta, Wenhao Yu 0003, Tapomayukh Bhattacharjee, C. Karen Liu, Greg Turk, Charles C. Kemp
RO-MAN5
2015 Computer Simulations Imply Forelimb-Dominated Underwater Flight in Plesiosaurs
abstract
Plesiosaurians are an extinct group of highly derived Mesozoic marine reptiles with a global distribution that spans 135 million years from the Early Jurassic to the Late Cretaceous. During their long evolutionary history they maintained a unique body plan with two pairs of large wing-like flippers, but their locomotion has been a topic of debate for almost 200 years. Key areas of controversy have concerned the most efficient biologically possible limb stroke, e.g. whether it consisted of rowing, underwater flight, or modified underwater flight, and how the four limbs moved in relation to each other: did they move in or out of phase? Previous studies have investigated plesiosaur swimming using a variety of methods, including skeletal analysis, human swimmers, and robotics. We adopt a novel approach using a digital, three-dimensional, articulated, free-swimming plesiosaur in a simulated fluid. We generated a large number of simulations under various joint degrees of freedom to investigate how the locomotory repertoire changes under different parameters. Within the biologically possible range of limb motion, the simulated plesiosaur swims primarily with its forelimbs using an unmodified underwater flight stroke, essentially the same as turtles and penguins. In contrast, the hindlimbs provide relatively weak thrust in all simulations. We conclude that plesiosaurs were forelimb-dominated swimmers that used their hind limbs mainly for maneuverability and stability.
Shiqiu Liu, Adam S. Smith, Yuting Gu, Jie Tan 0001, C. Karen Liu, Greg Turk
PLoS Comput. Biol.6
2015 Animating human dressing
abstract
Dressing is one of the most common activities in human society. Perfecting the skill of dressing can take an average child three to four years of daily practice. The challenge is primarily due to the combined difficulty of coordinating different body parts and manipulating soft and deformable objects (clothes). We present a technique to synthesize human dressing by controlling a human character to put on an article of simulated clothing. We identify a set of primitive actions which account for the vast majority of motions observed in human dressing. These primitive actions can be assembled into a variety of motion sequences for dressing different garments with different styles. Exploiting both feed-forward and feedback control mechanisms, we develop a dressing controller to handle each of the primitive actions. The controller plans a path to achieve the action goal while making constant adjustments locally based on the current state of the simulated cloth when necessary. We demonstrate that our framework is versatile and able to animate dressing with different clothing types including a jacket, a pair of shorts, a robe, and a vest. Our controller is also robust to different cloth mesh resolutions which can cause the cloth simulator to generate significantly different cloth motions. In addition, we show that the same controller can be extended to assistive dressing.
Alexander Clegg, Jie Tan 0001, Greg Turk, C. Karen Liu
ACM Trans. Graph.3
2014 Blending liquids
abstract
We present a method for smoothly blending between existing liquid animations. We introduce a semi-automatic method for matching two existing liquid animations, which we use to create new fluid motion that plausibly interpolates the input. Our contributions include a new space-time non-rigid iterative closest point algorithm that incorporates user guidance, a subsampling technique for efficient registration of meshes with millions of vertices, and a fast surface extraction algorithm that produces 3D triangle meshes from a 4D space-time surface. Our technique can be used to instantly create hundreds of new simulations, or to interactively explore complex parameter spaces. Our method is guaranteed to produce output that does not deviate from the input animations, and it generalizes to multiple dimensions. Because our method runs at interactive rates after the initial precomputation step, it has potential applications in games and training simulations.
Karthik Raveendran, Christopher Wojtan, Nils Thürey, Greg Turk
ACM Trans. Graph.4
2014 Learning bicycle stunts
abstract
We present a general approach for simulating and controlling a human character that is riding a bicycle. The two main components of our system are offline learning and online simulation. We simulate the bicycle and the rider as an articulated rigid body system. The rider is controlled by a policy that is optimized through offline learning. We apply policy search to learn the optimal policies, which are parameterized with splines or neural networks for different bicycle maneuvers. We use Neuroevolution of Augmenting Topology (NEAT) to optimize both the parametrization and the parameters of our policies. The learned controllers are robust enough to withstand large perturbations and allow interactive user control. The rider not only learns to steer and to balance in normal riding situations, but also learns to perform a wide variety of stunts, including wheelie, endo, bunny hop, front wheel pivot and back hop.
Jie Tan 0001, Yuting Gu, C. Karen Liu, Greg Turk
ACM Trans. Graph.4
2013 Reconstructing surfaces of particle-based fluids using anisotropic kernels
abstract
In this article we present a novel surface reconstruction method for particle-based fluid simulators such as Smoothed Particle Hydrodynamics. In particle-based simulations, fluid surfaces are usually defined as a level set of an implicit function. We formulate the implicit function as a sum of anisotropic smoothing kernels, and the direction of anisotropy at a particle is determined by performing Principal Component Analysis (PCA) over the neighboring particles. In addition, we perform a smoothing step that repositions the centers of these smoothing kernels. Since these anisotropic smoothing kernels capture the local particle distributions more accurately, our method has advantages over existing methods in representing smooth surfaces, thin streams, and sharp features of fluids. Our method is fast, easy to implement, and our results demonstrate a significant improvement in the quality of reconstructed surfaces as compared to existing methods.
Jihun Yu, Greg Turk
ACM Trans. Graph.2
2012 A non-photorealistic rendering framework with temporal coherence for augmented reality
abstract
Many augmented reality (AR) applications require a seamless blending of real and virtual content as key to increased immersion and improved user experiences. Photorealistic and non-photorealistic rendering (NPR) are two ways to achieve this goal. Compared with photorealistic rendering, NPR stylizes both the real and virtual content and makes them indistinguishable. Maintaining temporal coherence is a key challenge in NPR. We propose a NPR framework with support for temporal coherence by leveraging model-space information. Our systems targets painterly rendering styles of NPR. There are three major steps in this rendering framework for creating coherent results: tensor field creation, brush anchor placement, and brush stroke reshaping. To achieve temporal coherence for the final rendered results, we propose a new projection-based surface sampling algorithm which generates anchor points on model surfaces. The 2D projections of these samples are uniformly distributed in image space for optimal brush stroke placement. We also propose a general method for averaging various properties of brush stroke textures, such as their skeletons and colors, to further improve the temporal coherence. We apply these methods to both static and animated models to create a painterly rendering style for AR. Compared with existing image space algorithms our method renders AR with NPR effects with a high degree of coherence.
Jiajian Chen, Greg Turk, Blair MacIntyre
ISMAR2
2012 Explicit Mesh Surfaces for Particle Based Fluids
abstract
Abstract We introduce the idea of using an explicit triangle mesh to track the air/fluid interface in a smoothed particle hydrodynamics (SPH) simulator. Once an initial surface mesh is created, this mesh is carried forward in time using nearby particle velocities to advect the mesh vertices. The mesh connectivity remains mostly unchanged across time‐steps; it is only modified locally for topology change events or for the improvement of triangle quality. In order to ensure that the surface mesh does not diverge from the underlying particle simulation, we periodically project the mesh surface onto an implicit surface defined by the physics simulation. The mesh surface gives us several advantages over previous SPH surface tracking techniques. We demonstrate a new method for surface tension calculations that clearly outperforms the state of the art in SPH surface tension for computer graphics. We also demonstrate a method for tracking detailed surface information (like colors) that is less susceptible to numerical diffusion than competing techniques. Finally, our temporally‐coherent surface mesh allows us to simulate high‐resolution surface wave dynamics without being limited by the particle resolution of the SPH simulation.
Jihun Yu, Christopher Wojtan, Greg Turk, Chee-Keng Yap
Comput. Graph. Forum3
2012 Soft body locomotion
abstract
We present a physically-based system to simulate and control the locomotion of soft body characters without skeletons. We use the finite element method to simulate the deformation of the soft body, and we instrument a character with muscle fibers to allow it to actively control its shape. To perform locomotion, we use a variety of intuitive controls such as moving a point on the character, specifying the center of mass or the angular momentum, and maintaining balance. These controllers yield an objective function that is passed to our optimization solver, which handles convex quadratic program with linear complementarity constraints. This solver determines the new muscle fiber lengths, and moreover it determines whether each point of contact should remain static, slide, or lift away from the floor. Our system can automatically find an appropriate combination of muscle contractions that enables a soft character to fulfill various locomotion tasks, including walking, jumping, crawling, rolling and balancing.
Jie Tan 0001, Greg Turk, C. Karen Liu
ACM Trans. Graph.2
2011 Articulated swimming creatures
abstract
We present a general approach to creating realistic swimming behavior for a given articulated creature body. The two main components of our method are creature/fluid simulation and the optimization of the creature motion parameters. We simulate two-way coupling between the fluid and the articulated body by solving a linear system that matches acceleration at fluid/solid boundaries and that also enforces fluid incompressibility. The swimming motion of a given creature is described as a set of periodic functions, one for each joint degree of freedom. We optimize over the space of these functions in order to find a motion that causes the creature to swim straight and stay within a given energy budget. Our creatures can perform path following by first training appropriate turning maneuvers through offline optimization and then selecting between these motions to track the given path. We present results for a clownfish, an eel, a sea turtle, a manta ray and a frog, and in each case the resulting motion is a good match to the real-world animals. We also demonstrate a plausible swimming gait for a fictional creature that has no real-world counterpart.
Jie Tan 0001, Yuting Gu, Greg Turk, C. Karen Liu
ACM Trans. Graph.3
2010 Sticky Feet - Evolution in a Multi-Creature Physical Simulation
Greg Turk
ALIFE1
2010 Painterly rendering with coherence for augmented reality
abstract
A seamless blending of the real and virtual worlds is key to increased immersion and improved user experiences for augmented reality (AR). Photorealistic and non-photorealistic rendering (NPR) are two ways to achieve this goal. Non-photorealistic rendering creates an abstract version of both the real and virtual world by stylization to make them indistinguishable. We presented a painterly rendering algorithm for AR applications. This algorithm paints composed AR video frames with bump-mapping curly brushstrokes. Tensor fields are created for each frame to define direction for brushstrokes. The anchor point of a brushstroke is tracked or warped from frame to frame. Brushstrokes are also reshaped to provide better temporal coherence. The major difference between our algorithm and existing NPR work in general graphics and AR/VR areas is we use feature points across composed AR video frames to maintain coherence in the rendering.
Jiajian Chen, Greg Turk, Blair MacIntyre
ISMAR2
2010 A multiscale approach to mesh-based surface tension flows
abstract
We present an approach to simulate flows driven by surface tension based on triangle meshes. Our method consists of two simulation layers: the first layer is an Eulerian method for simulating surface tension forces that is free from typical strict time step constraints. The second simulation layer is a Lagrangian finite element method that simulates sub-grid scale wave details on the fluid surface. The surface wave simulation employs an unconditionally stable, symplectic time integration method that allows for a high propagation speed due to strong surface tension. Our approach can naturally separate the grid- and sub-grid scales based on a volume-preserving mean curvature flow. As our model for the sub-grid dynamics enforces a local conservation of mass, it leads to realistic pinch off and merging effects. In addition to this method for simulating dynamic surface tension effects, we also present an efficient non-oscillatory approximation for capturing damped surface tension behavior. These approaches allow us to efficiently simulate complex phenomena associated with strong surface tension, such as Rayleigh-Plateau instabilities and crown splashes, in a short amount of time.
Nils Thürey, Christopher Wojtan, Markus Gross 0001, Greg Turk
ACM Trans. Graph.4
2010 Physics-inspired topology changes for thin fluid features
abstract
We propose a mesh-based surface tracking method for fluid animation that both preserves fine surface details and robustly adjusts the topology of the surface in the presence of arbitrarily thin features like sheets and strands. We replace traditional re-sampling methods with a convex hull method for connecting surface features during topological changes. This technique permits arbitrarily thin fluid features with minimal re-sampling errors by reusing points from the original surface. We further reduce re-sampling artifacts with a subdivision-based mesh-stitching algorithm, and we use a higher order interpolating subdivision scheme to determine the location of any newly-created vertices. The resulting algorithm efficiently produces detailed fluid surfaces with arbitrarily thin features while maintaining a consistent topology with the underlying fluid simulation.
Christopher Wojtan, Nils Thürey, Markus Gross 0001, Greg Turk
ACM Trans. Graph.4
2010 Virtual Rheoscopic Fluids
abstract
We present a visualization technique for simulated fluid dynamics data that visualizes the gradient of the velocity field in an intuitive way. Our work is inspired by rheoscopic particles, which are small, flat particles that, when suspended in fluid, align themselves with the shear of the flow. We adopt the physical principles of real rheoscopic particles and apply them, in model form, to 3D velocity fields. By simulating the behavior and reflectance of these particles, we are able to render 3D simulations in a way that gives insight into the dynamics of the system. The results can be rendered in real time, allowing the user to inspect the simulation from all perspectives. We achieve this by a combination of precomputations and fast ray tracing on the GPU. We demonstrate our method on several different simulations, showing their complex dynamics in the process.
Florian Hecht, Peter J. Mucha, Greg Turk
IEEE Trans. Vis. Comput. Graph.3
2010 Fluid Simulation with Articulated Bodies
abstract
We present an algorithm for creating realistic animations of characters that are swimming through fluids. Our approach combines dynamic simulation with data-driven kinematic motions (motion capture data) to produce realistic animation in a fluid. The interaction of the articulated body with the fluid is performed by incorporating joint constraints with rigid animation and by extending a solid/fluid coupling method to handle articulated chains. Our solver takes as input the current state of the simulation and calculates the angular and linear accelerations of the connected bodies needed to match a particular motion sequence for the articulated body. These accelerations are used to estimate the forces and torques that are then applied to each joint. Based on this approach, we demonstrate simulated swimming results for a variety of different strokes, including crawl, backstroke, breaststroke, and butterfly. The ability to have articulated bodies interact with fluids also allows us to generate simulations of simple water creatures that are driven by simple controllers.
Nipun Kwatra, Christopher Wojtan, Mark T. Carlson, Irfan A. Essa, Peter J. Mucha, Greg Turk
IEEE Trans. Vis. Comput. Graph.6
2009 Material Space Texturing
abstract
Abstract Many objects have patterns that vary in appearance at different surface locations. We say that these are differences in materials, and we present a material‐space approach for interactively designing such textures. At the heart of our approach is a new method to pre‐calculate and use a 3D texture tile that is periodic in the spatial dimensions (s, t) and that also has a material axis along which the materials change smoothly. Given two textures and their feature masks, our algorithm produces such a tile in two steps. The first step resolves the features morphing by a level set advection approach, improved to ensure convergence. The second step performs the texture synthesis at each slice in material‐space, constrained by the morphed feature masks. With such tiles, our system lets a user interactively place and edit textures on a surface, and in particular, allows the user to specify which material appears at given positions on the object. Additional operations include changing the scale and orientation of the texture. We support these operations by using a global surface parameterization that is closely related to quad re‐meshing. Re‐parameterization is performed on‐the‐fly whenever the user's constraints are modified.
Nicolas Ray, Bruno Lévy 0001, Huamin Wang 0001, Greg Turk, Bruno Vallet
Comput. Graph. Forum4
2009 Physically guided liquid surface modeling from videos
abstract
We present an image-based reconstruction framework to model real water scenes captured by stereoscopic video. In contrast to many image-based modeling techniques that rely on user interaction to obtain high-quality 3D models, we instead apply automatically calculated physically-based constraints to refine the initial model. The combination of image-based reconstruction with physically-based simulation allows us to model complex and dynamic objects such as fluid. Using a depth map sequence as initial conditions, we use a physically based approach that automatically fills in missing regions, removes outliers, and refines the geometric shape so that the final 3D model is consistent to both the input video data and the laws of physics. Physically-guided modeling also makes interpolation or extrapolation in the space-time domain possible, and even allows the fusion of depth maps that were taken at different times or viewpoints. We demonstrated the effectiveness of our framework with a number of real scenes, all captured using only a single pair of cameras.
Huamin Wang 0001, Miao Liao, Qing Zhang 0017, Ruigang Yang, Greg Turk
ACM Trans. Graph.5
2009 Deforming meshes that split and merge
abstract
We present a method for accurately tracking the moving surface of deformable materials in a manner that gracefully handles topological changes. We employ a Lagrangian surface tracking method, and we use a triangle mesh for our surface representation so that fine features can be retained. We make topological changes to the mesh by first identifying merging or splitting events at a particular grid resolution, and then locally creating new pieces of the mesh in the affected cells using a standard isosurface creation method. We stitch the new, topologically simplified portion of the mesh to the rest of the mesh at the cell boundaries. Our method detects and treats topological events with an emphasis on the preservation of detailed features, while simultaneously simplifying those portions of the material that are not visible. Our surface tracker is not tied to a particular method for simulating deformable materials. In particular, we show results from two significantly different simulators: a Lagrangian FEM simulator with tetrahedral elements, and an Eulerian grid-based fluid simulator. Although our surface tracking method is generic, it is particularly well-suited for simulations that exhibit fine surface details and numerous topological events. Highlights of our results include merging of viscoplastic materials with complex geometry, a taffy-pulling animation with many fold and merge events, and stretching and slicing of stiff plastic material.
Christopher Wojtan, Nils Thürey, Markus Gross 0001, Greg Turk
ACM Trans. Graph.4
2008 Watercolor inspired non-photorealistic rendering for augmented reality
abstract
Non-photorealistic rendering (NPR) is an attractive approach for seamlessly blending virtual and physical content in Augmented Reality (AR) applications. Simple NRP techniques, that use information from a single rendered image, have been demonstrated in real-time AR systems. More complex NRP techniques require visual coherence across multiple frames of video, and typical offline algorithms are expensive and/or require global knowledge of the video sequence. To use such techniques in real-time AR, fast algorithms must be developed that do not require information past the currently rendered frame. This paper presents a watercolor-like NPR style for AR applications with some degree of visual coherence.
Jiajian Chen, Greg Turk, Blair MacIntyre
VRST2
2008 Fast viscoelastic behavior with thin features
abstract
We introduce a method for efficiently animating a wide range of deformable materials. We combine a high resolution surface mesh with a tetrahedral finite element simulator that makes use of frequent re-meshing. This combination allows for fast and detailed simulations of complex elastic and plastic behavior. We significantly expand the range of physical parameters that can be simulated with a single technique, and the results are free from common artifacts such as volume-loss, smoothing, popping, and the absence of thin features like strands and sheets. Our decision to couple a high resolution surface with low-resolution physics leads to efficient simulation and detailed surface features, and our approach to creating the tetrahedral mesh leads to an order-of-magnitude speedup over previous techniques in the time spent re-meshing. We compute masses, collisions, and surface tension forces on the scale of the fine mesh, which helps avoid visual artifacts due to the differing mesh resolutions. The result is a method that can simulate a large array of different material behaviors with high resolution features in a short amount of time.
Christopher Wojtan, Greg Turk
ACM Trans. Graph.2
2008 Antialiasing Procedural Shaders with Reduction Maps
abstract
Both image textures and procedural textures suffer from minification aliasing, however, unlike image textures, there is no good automatic method to anti-alias procedural textures. Given a procedural texture on a surface, we present a method that automatically creates an anti-aliased version of the procedural texture. The new procedural texture maintains the original texture's details, but reduces minification aliasing artifacts. This new algorithm creates a pyramid similar to MIP-Maps to represent the texture. Instead of storing per-texel color, our texture hierarchy stores weighted sums of reflectance functions, allowing a wider range of effects to be anti-aliased. The stored reflectance functions are automatically selected based on an analysis of the different reflectances found over the surface. When the texture is viewed at close range, the original texture is used, but as the texture footprint grows, the algorithm gradually replaces the texture's result with an anti-aliased one.
R. Brooks Van Horn III, Greg Turk
IEEE Trans. Vis. Comput. Graph.2
2007 A finite element method for animating large viscoplastic flow
abstract
We present an extension to Lagrangian finite element methods to allow for large plastic deformations of solid materials. These behaviors are seen in such everyday materials as shampoo, dough, and clay as well as in fantastic gooey and blobby creatures in special effects scenes. To account for plastic deformation, we explicitly update the linear basis functions defined over the finite elements during each simulation step. When these updates cause the basis functions to become ill-conditioned, we remesh the simulation domain to produce a new high-quality finite-element mesh, taking care to preserve the original boundary. We also introduce an enhanced plasticity model that preserves volume and includes creep and work hardening/softening. We demonstrate our approach with simulations of synthetic objects that squish, dent, and flow. To validate our methods, we compare simulation results to videos of real materials.
Adam W. Bargteil, Christopher Wojtan, Jessica K. Hodgins, Greg Turk
ACM Trans. Graph.4
2007 Interactive Tensor Field Design and Visualization on Surfaces
abstract
Designing tensor fields in the plane and on surfaces is a necessary task in many graphics applications, such as painterly rendering, pen-and-ink sketching of smooth surfaces, and anisotropic remeshing. In this article, we present an interactive design system that allows a user to create a wide variety of symmetric tensor fields over 3D surfaces either from scratch or by modifying a meaningful input tensor field such as the curvature tensor. Our system converts each user specification into a basis tensor field and combines them with the input field to make an initial tensor field. However, such a field often contains unwanted degenerate points which cannot always be eliminated due to topological constraints of the underlying surface. To reduce the artifacts caused by these degenerate points, our system allows the user to move a degenerate point or to cancel a pair of degenerate points that have opposite tensor indices. These operations provide control over the number and location of the degenerate points in the field. We observe that a tensor field can be locally converted into a vector field so that there is a one-to-one correspondence between the set of degenerate points in the tensor field and the set of singularities in the vector field. This conversion allows us to effectively perform degenerate point pair cancellation and movement by using similar operations for vector fields. In addition, we adapt the image-based flow visualization technique to tensor fields, therefore allowing interactive display of tensor fields on surfaces. We demonstrate the capabilities of our tensor field design system with painterly rendering, pen-and-ink sketching of surfaces, and anisotropic remeshing.
Eugene Zhang, James Hays, Greg Turk
IEEE Trans. Vis. Comput. Graph.3
2007 Terrain Synthesis from Digital Elevation Models
abstract
In this paper, we present an example-based system for terrain synthesis. In our approach, patches from a sample terrain (represented by a height field) are used to generate a new terrain. The synthesis is guided by a user-sketched feature map that specifies where terrain features occur in the resulting synthetic terrain. Our system emphasizes large-scale curvilinear features (ridges and valleys) because such features are the dominant visual elements in most terrains. Both the example height field and user's sketch map are analyzed using a technique from the field of geomorphology. The system finds patches from the example data that match the features found in the user's sketch. Patches are joined together using graph cuts and Poisson editing. The order in which patches are placed in the synthesized terrain is determined by breadth-first traversal of a feature tree and this generates improved results over standard raster-scan placement orders. Our technique supports user-controlled terrain synthesis in a wide variety of styles, based upon the visual richness of real-world terrain data.
Howard Zhou, Jie Sun 0004, Greg Turk, James M. Rehg
IEEE Trans. Vis. Comput. Graph.3
2006 Element-Free Elastic Models for Volume Fitting and Capture
abstract
We present a new method of fitting an element-free volumetric model to a sequence of deforming surfaces of a moving object. Given a sequence of visual hulls, we iteratively fit an element-free elastic model to the visual hull in order to extract the optimal pose of the captured volume. The fitting of the volumetric model is acheived by minimizing a combination of elastic potential energy, a surface distance measure, and a self-intersection penalty for each frame. A unique aspect of our work is that the model is mesh free - since the model is represented as a point cloud, it is easy to construct, manipulate and update the model as needed. Additionally, linear elasicity with rotation compensation makes it possible to handle local deformations and large rotations of body parts much more efficiently than other volume fitting approaches. Our experimental results for volume fitting and capture in a multi-view camera setting demonstrate the robustness of element-free elastic models against noise and self-occlusions.
Jaeil Choi, Andrzej Szymczak, Greg Turk, Irfan A. Essa
CVPR (2)3
2006 Vector field design on surfaces
abstract
Vector field design on surfaces is necessary for many graphics applications: example-based texture synthesis, nonphotorealistic rendering, and fluid simulation. For these applications, singularities contained in the input vector field often cause visual artifacts. In this article, we present a vector field design system that allows the user to create a wide variety of vector fields with control over vector field topology, such as the number and location of singularities. Our system combines basis vector fields to make an initial vector field that meets user specifications.The initial vector field often contains unwanted singularities. Such singularities cannot always be eliminated due to the Poincaré-Hopf index theorem. To reduce the visual artifacts caused by these singularities, our system allows the user to move a singularity to a more favorable location or to cancel a pair of singularities. These operations offer topological guarantees for the vector field in that they only affect user-specified singularities. We develop efficient implementations of these operations based on Conley index theory . Our system also provides other editing operations so that the user may change the topological and geometric characteristics of the vector field.To create continuous vector fields on curved surfaces represented as meshes, we make use of the ideas of geodesic polar maps and parallel transport to interpolate vector values defined at the vertices of the mesh. We also use geodesic polar maps and parallel transport to create basis vector fields on surfaces that meet the user specifications. These techniques enable our vector field design system to work for both planar domains and curved surfaces.We demonstrate our vector field design system for several applications: example-based texture synthesis, painterly rendering of images, and pencil sketch illustrations of smooth surfaces.
Eugene Zhang, Konstantin Mischaikow, Greg Turk
ACM Trans. Graph.3
2005 Texture transfer during shape transformation
abstract
Mappings between surfaces have a variety of uses, including texture transfer, multi-way morphing, and surface analysis. Given a 4D implicit function that defines a morph between two implicit surfaces, this article presents a method of calculating a mapping between the two surfaces. We create such a mapping by solving two PDEs over a tetrahedralized hypersurface that connects the two surfaces in 4D. Solving the first PDE yields a vector field that indicates how points on one surface flow to the other. Solving the second PDE propagates position labels along this vector field so that the second surface is tagged with a unique position on the first surface. One strength of this method is that it produces correspondences between surfaces even when they have different topologies. Even if the surfaces split apart or holes appear, the method still produces a mapping entirely automatically. We demonstrate the use of this approach to transfer texture between two surfaces that may have differing topologies.
Huong Quynh Dinh, Anthony J. Yezzi, Greg Turk
ACM Trans. Graph.3
2005 Water drops on surfaces
abstract
We present a physically-based method to enforce contact angles at the intersection of fluid free surfaces and solid objects, allowing us to simulate a variety of small-scale fluid phenomena including water drops on surfaces. The heart of this technique is a virtual surface method, which modifies the level set distance field representing the fluid surface in order to maintain an appropriate contact angle. The surface tension that is calculated on the contact line between the solid surface and liquid surface can then capture all interfacial tensions, including liquid-solid, liquid-air and solid-air tensions. We use a simple dynamic contact angle model to select contact angles according to the solid material property, water history, and the fluid front's motion. Our algorithm robustly and accurately treats various drop shape deformations, and handles both flat and curved solid surfaces. Our results show that our algorithm is capable of realistically simulating several small-scale liquid phenomena such as beading and flattened drops, stretched and separating drops, suspended drops on curved surfaces, and capillary action.
Huamin Wang 0001, Peter J. Mucha, Greg Turk
ACM Trans. Graph.3
2005 Feature-based surface parameterization and texture mapping
abstract
Surface parameterization is necessary for many graphics tasks: texture-preserving simplification, remeshing, surface painting, and precomputation of solid textures. The stretch caused by a given parameterization determines the sampling rate on the surface. In this article, we present an automatic parameterization method for segmenting a surface into patches that are then flattened with little stretch. Many objects consist of regions of relatively simple shapes, each of which has a natural parameterization. Based on this observation, we describe a three-stage feature-based patch creation method for manifold surfaces. The first two stages, genus reduction and feature identification, are performed with the help of distance-based surface functions. In the last stage, we create one or two patches for each feature region based on a covariance matrix of the feature's surface points. To reduce stretch during patch unfolding, we notice that stretch is a 2 × 2 tensor, which in ideal situations is the identity. Therefore, we use the Green-Lagrange tensor to measure and to guide the optimization process. Furthermore, we allow the boundary vertices of a patch to be optimized by adding scaffold triangles. We demonstrate our feature-based patch creation and patch unfolding methods for several textured models. Finally, to evaluate the quality of a given parameterization, we describe an image-based error measure that takes into account stretch, seams, smoothness, packing efficiency, and surface visibility.
Eugene Zhang, Konstantin Mischaikow, Greg Turk
ACM Trans. Graph.3
2005 Guest Editors' Introduction: Special Section on IEEE Visualization
Holly E. Rushmeier, Jarke J. van Wijk, Greg Turk
IEEE Trans. Vis. Comput. Graph.3
2004 Vessel Segmentation Using a Shape Driven Flow
Delphine Nain, Anthony J. Yezzi, Greg Turk
MICCAI (1)3
2004 Geometric Texture Synthesis by Example
Pravin Bhat, Stephen Ingram, Greg Turk
Symposium on Geometry Processing3
2004 Rigid fluid: animating the interplay between rigid bodies and fluid
abstract
We present the Rigid Fluid method, a technique for animating the interplay between rigid bodies and viscous incompressible fluid with free surfaces. We use distributed Lagrange multipliers to ensure two-way coupling that generates realistic motion for both the solid objects and the fluid as they interact with one another. We call our method the rigid fluid method because the simulator treats the rigid objects as if they were made of fluid. The rigidity of such an object is maintained by identifying the region of the velocity field that is inside the object and constraining those velocities to be rigid body motion. The rigid fluid method is straightforward to implement, incurs very little computational overhead, and can be added as a bridge between current fluid simulators and rigid body solvers. Many solid objects of different densities ( e.g. , wood or lead) can be combined in the same animation.
Mark T. Carlson, Peter J. Mucha, Greg Turk
ACM Trans. Graph.3
2004 Guest Editor's Introduction: Special Section on IEEE Visualization
abstract
This issue contains extended versions of six of the strongest papers taken from the IEEE Visualization 2003 Conference. This year we have followed a slightly different procedure than in previous years. We intended to give prospective authors more time to prepare an extended version, while simultaneously keeping a short time between the conference and the release of this issue. Therefore, in June 2003, just after the selection of papers for the conference, we started to select the most interesting papers. We, paper cochairs of IEEE Visualization 2003, started from the opinions of the reviewers, followed by several rounds of rereading and discussion. The authors of six outstanding papers were invited to submit an extended and revised version of their original work. Each revised paper was thoroughly reviewed by several experts before it was recommended for acceptance. We are grateful to the reviewers for their thorough and quick reviews, and to David Ebert, Editor-in-Chief of TVCG, for his strong support, wise advise, and always astonishly quick responses. One of the most fascinating aspects of visualization is the width of the field. We selected the papers on quality, but we were delighted to find out that, in the end, our selection covers a wide variety of topics, approaches, and methods. Novel results on feature extraction and simplification are given, but also novel interpolation results; the handling of various standard types of data, including scalar volume data, terrain data, and vector volume data, is discussed, but also a new representation is presented; sophisticated mathematics, including group theory and Morse theory, is used, but also the capabilities of modern graphics hardware are exploited to the limit.
Jarke J. van Wijk, Robert J. Moorhead II, Greg Turk
IEEE Trans. Vis. Comput. Graph.3
2003 Graphcut textures: image and video synthesis using graph cuts
abstract
In this paper we introduce a new algorithm for image and video texture synthesis. In our approach, patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new (and typically larger) output. In contrast to other techniques, the size of the patch is not chosen a-priori , but instead a graph cut technique is used to determine the optimal patch region for any given offset between the input and output texture. Unlike dynamic programming, our graph cut technique for seam optimization is applicable in any dimension. We specifically explore it in 2D and 3D to perform video texture synthesis in addition to regular image synthesis. We present approximative offset search techniques that work well in conjunction with the presented patch size optimization. We show results for synthesizing regular, random, and natural images and videos. We also demonstrate how this method can be used to interactively merge different images to generate new scenes.
Vivek Kwatra, Arno Schödl, Irfan A. Essa, Greg Turk, Aaron F. Bobick
ACM Trans. Graph.4
2003 Multi-level partition of unity implicits
abstract
We present a new shape representation, the multi-level partition of unity implicit surface, that allows us to construct surface models from very large sets of points. There are three key ingredients to our approach: 1) piecewise quadratic functions that capture the local shape of the surface, 2) weighting functions (the partitions of unity) that blend together these local shape functions, and 3) an octree subdivision method that adapts to variations in the complexity of the local shape.Our approach gives us considerable flexibility in the choice of local shape functions, and in particular we can accurately represent sharp features such as edges and corners by selecting appropriate shape functions. An error-controlled subdivision leads to an adaptive approximation whose time and memory consumption depends on the required accuracy. Due to the separation of local approximation and local blending, the representation is not global and can be created and evaluated rapidly. Because our surfaces are described using implicit functions, operations such as shape blending, offsets, deformations and CSG are simple to perform.
Yutaka Ohtake, Alexander G. Belyaev, Marc Alexa, Greg Turk, Hans-Peter Seidel
ACM Trans. Graph.4
2003 Simplification and Repair of Polygonal Models Using Volumetric Techniques
abstract
Two important tools for manipulating polygonal models are simplification and repair and we present voxel-based methods for performing both of these tasks. We describe a method for converting polygonal models to a volumetric representation in a way that handles models with holes, double walls, and intersecting parts. This allows us to perform polygon model repair simply by converting a model to and from the volumetric domain. We also describe a new topology-altering simplification method that is based on 3D morphological operators. Visually unimportant features such as tubes and holes may be eliminated from a model by the open and close morphological operators. Our simplification approach accepts polygonal models as input, scan converts these to create a volumetric description, performs topology modification, and then converts the results back to polygons. We then apply a topology-preserving polygon simplification technique to produce a final model. Our simplification method produces results that are everywhere manifold.
Fakir S. Nooruddin, Greg Turk
IEEE Trans. Vis. Comput. Graph.2
2002 Visibility-Guided Simplification
abstract
For some graphics applications, object interiors and hard-to-see regions contribute little to the final images and need not be processed. In this paper, we define a view-independent visibility measure on mesh surfaces based on the visibility function between the surfaces and a surrounding sphere of cameras. We demonstrate the usefulness of this measure with a visibility-guided simplification algorithm. Mesh simplification reduces the polygon counts of 3D models and speeds up the rendering process. Many mesh simplification algorithms are based on sequences of edge collapses that minimize geometric and attribute errors. By combining the surface visibility measure with a geometric error measure, we obtain simplified models with improvement proportional to the number of low visibility regions in the original models.
Eugene Zhang, Greg Turk
IEEE Visualization2
2002 Reconstructing Surfaces by Volumetric Regularization Using Radial Basis Functions
abstract
We present a new method of surface reconstruction that generates smooth and seamless models from sparse, noisy, nonuniform, and low resolution range data. Data acquisition techniques from computer vision, such as stereo range images and space carving, produce 3D point sets that are imprecise and nonuniform when compared to laser or optical range scanners. Traditional reconstruction algorithms designed for dense and precise data do not produce smooth reconstructions when applied to vision-based data sets. Our method constructs a 3D implicit surface, formulated as a sum of weighted radial basis functions. We achieve three primary advantages over existing algorithms: (1) the implicit functions we construct estimate the surface well in regions where there is little data, (2) the reconstructed surface is insensitive to noise in data acquisition because we can allow the surface to approximate, rather than exactly interpolate, the data, and (3) the reconstructed surface is locally detailed, yet globally smooth, because we use radial basis functions that achieve multiple orders of smoothness.
Huong Quynh Dinh, Greg Turk, Gregory Slabaugh
IEEE Trans. Pattern Anal. Mach. Intell.2
2002 Modelling with implicit surfaces that interpolate
abstract
We 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.1
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.2
2001 Reconstructing Surfaces Using Anisotropic Basis Functions
abstract
Point sets obtained from computer vision techniques are often noisy and non-uniform. We present a new method of surface reconstruction that can handle such data sets using anisotropic basis functions. Our reconstruction algorithm draws upon the work in variational implicit surfaces for constructing smooth and seamless 3D surfaces. Implicit functions are often formulated as a sum of weighted basis functions that are radially symmetric. Using radially symmetric basis functions inherently assumes, however that the surface to be reconstructed is, everywhere, locally symmetric. Such an assumption is true only at planar regions, and hence, reconstruction using isotropic basis is insufficient to recover objects that exhibit sharp features. We preserve sharp features using anisotropic basis that allow the surface to vary locally. The reconstructed surface is sharper along edges and at corner points. We determine the direction of anisotropy at a point by performing principal component analysis of the data points in a small neighborhood. The resulting field of principle directions across the surface is smoothed through tensor filtering. We have applied the anisotropic basis functions to reconstruct surfaces from noisy synthetic 3D data and from real range data obtained from space carving.
Huong Quynh Dinh, Greg Turk, Gregory Slabaugh
ICCV2
2001 Texture synthesis on surfaces
abstract
Many natural and man-made surface patterns are created by interactions between texture elements and surface geometry. We believe that the best way to create such patterns is to synthesize a texture directly on the surface of the model. Given a texture sample in the form of an image, we create a similar texture over an irregular mesh hierarchy that has been placed on a given surface.
Greg Turk
SIGGRAPH1
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 International1
2000 Interior/exterior classification of polygonal models
abstract
We present an algorithm for automatically classifying the interior and exterior parts of a polygonal model. The need for visualizing the interiors of objects frequently arises in medical visualization and CAD modeling. The goal of such visualizations is to display the model in a way that the human observer can easily understand the relationship between the different parts of the surface. While there exist excellent methods for visualizing surfaces that are inside one another (nested surfaces), the determination of which parts of the surface are interior is currently done manually. Our automatic method for interior classification takes a sampling approach using a collection of direction vectors. Polygons are said to be interior to the model if they are not visible in any of these viewing directions from a point outside the model. Once we have identified polygons as being inside or outside the model, these can be textured or have different opacities applied to them so that the whole model can be rendered in a more comprehensible manner. An additional consideration for some models is that they may have holes or tunnels running through them that are connected to the exterior surface. Although an external observer can see into these holes, it is often desirable to mark the walls of such tunnels as being part of the interior of a model. In order to allow this modified classification of the interior, we use morphological operators to close all the holes of the model. An input model is used together with its closed version to provide a better classification of the portions of the original model.
Fakir S. Nooruddin, Greg Turk
IEEE Visualization2
2000 Image-driven simplification
abstract
We introduce the notion of image-driven simplification , a framework that uses images to decide which portions of a model to simplify. This is a departure from approaches that make polygonal simplification decisions based on geometry. As with many methods, we use the edge collapse operator to make incremental changes to a model. Unique to our approach, however, is the use at comparisons between images of the original model against those of a simplified model to determine the cost of an ease collapse. We use common graphics rendering hardware to accelerate the creation of the required images. As expected, this method produces models that are close to the original model according to image differences. Perhaps more surprising, however, is that the method yields models that have high geometric fidelity as well. Our approach also solves the quandary of how to weight the geometric distance versus appearance properties such as normals, color, and texture. All of these trade-offs are balanced by the image metric. Benefits of this approach include high fidelity silhouettes, extreme simplification of hidden portions of a model, attention to shading interpolation effects, and simplification that is sensitive to the content of a texture. In order to better preserve the appearance of textured models, we introduce a novel technique for assigning texture coordinates to the new vertices of the mesh. This method is based on a geometric heuristic that can be integrated with any edge collapse algorithm to produce high quality textured surfaces.
Peter Lindstrom 0001, Greg Turk
ACM Trans. Graph.2
1999 LCIS: A Boundary Hierarchy for Detail-Preserving Contrast Reduction
abstract
High contrast scenes are difficult to depict on low contrast displays without loss of important fine details and textures.Skilled artists preserve these details by drawing scene contents in coarseto-fine order using a hierarchy of scene boundaries and shadings.We build a similar hierarchy using multiple instances of a new low curvature image simplifier (LCIS), a partial differential equation inspired by anisotropic diffusion.Each LCIS reduces the scene to many smooth regions that are bounded by sharp gradient discontinuities, and a single parameter K chosen for each LCIS controls region size and boundary complexity.With a few chosen K values (K1 > K 2 > K 3 :::) LCIS makes a set of progressively simpler images, and image differences form a hierarchy of increasingly important details, boundaries and large features.We construct a high detail, low contrast display image from this hierarchy by compressing only the large features, then adding back all small details.Unlike linear filter hierarchies such as wavelets, filter banks, or image pyramids, LCIS hierarchies do not smooth across scene boundaries, avoiding "halo" artifacts common to previous contrast reducing methods and some tone reproduction operators.We demonstrate LCIS effectiveness on several example images.
Jack Tumblin, Greg Turk
SIGGRAPH2
1999 Shape Transformation Using Variational Implicit Functions
abstract
Traditionally, 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
SIGGRAPH1
1999 Evaluation of Memoryless Simplification
abstract
We investigate the effectiveness of the memoryless simplification approach described by Lindstrom and Turk (1998). Like many polygon simplification methods, this approach reduces the number of triangles in a model by performing a sequence of edge collapses. It differs from most recent methods, however, in that it does not retain a history of the geometry of the original model during simplification. We present numerical comparisons showing that the memoryless method results in smaller mean distance measures than many published techniques that retain geometric history. We compare a number of different vertex placement schemes for an edge collapse in order to identify the aspects of the memoryless simplification that are responsible for its high level of fidelity. We also evaluate simplification of models with boundaries, and we show how the memoryless method may be tuned to trade between manifold and boundary fidelity. We found that the memoryless approach yields consistently low mean errors when measured by the Metro mesh comparison tool. In addition to using complex models for the evaluations, we also perform comparisons using a sphere and portions of a sphere. These simple surfaces turn out to match the simplification behaviors for the more complex models that we used.
Peter Lindstrom 0001, Greg Turk
IEEE Trans. Vis. Comput. Graph.2
1998 Fast and memory efficient polygonal simplification
abstract
Conventional wisdom says that in order to produce high-quality simplified polygonal models, one must retain and use information about the original model during the simplification process. We demonstrate that excellent simplified models can be produced without the need to compare against information from the original geometry while performing local changes to the model. We use edge collapses to perform simplification, as do a number of other methods. We select the position of the new vertex so that the original volume of the model is maintained and we minimize the per-triangle change in volume of the tetrahedra swept out by those triangles that are moved. We also maintain surface area near boundaries and minimize the per-triangle area changes. Calculating the edge collapse priorities and the positions of the new vertices requires only the face connectivity and the the vertex locations in the intermediate model. This approach is memory efficient, allowing the simplification of very large polygonal models, and it is also fast. Moreover, simplified models created using this technique compare favorably to a number of other published simplification methods in terms of mean geometric error.
Peter Lindstrom 0001, Greg Turk
IEEE Visualization2
1996 Simplification Envelopes
abstract
We propose the idea of simplification envelopes for generating a hierarchy of level-of-detail approximations for a given polygonal model.Our approach guarantees that all points of an approximation are within a user-specifiable distance from the original model and that all points of the original model are within a distance from the approximation.Simplification envelopes provide a general framework within which a large collection of existing simplification algorithms can run.We demonstrate this technique in conjunction with two algorithms, one local, the other global.The local algorithm provides a fast method for generating approximations to large input meshes (at least hundreds of thousands of triangles).The global algorithm provides the opportunity to avoid local "minima" and possibly achieve better simplifications as a result.Each approximation attempts to minimize the total number of polygons required to satisfy the above constraint.The key advantages of our approach are: General technique providing guaranteed error bounds for genus-preserving simplification Automation of both the simplification process and the selection of appropriate viewing distances Prevention of self-intersection Preservation of sharp features Allows variation of approximation distance across different portions of a model CR Categories and Subject Descriptors: I.3.
Jonathan D. Cohen 0001, Amitabh Varshney, Dinesh Manocha, Greg Turk, Pankaj K. Agarwal, Frederick P. Brooks Jr., William V. Wright
SIGGRAPH4
1996 Image-Guided Streamline Placement
abstract
Accurate control of streamline density is key to producing several effective forms of visualization of two-dimensional vector fields.We introduce a technique that uses an energy function to guide the placement of streamlines at a specified density.This energy function uses a low-pass filtered version of the image to measure the difference between the current image and the desired visual density.We reduce the energy (and thereby improve the placement of streamlines) by ( 1) changing the positions and lengths of streamlines, (2) joining streamlines that nearly abut, and (3) creating new streamlines to fill sufficiently large gaps.The entire process is iterated to produce streamlines that are neither too crowded nor too sparse.The resulting streamlines manifest a more hand-placed appearance than do regularly-or randomly-placed streamlines.Arrows can be added to the streamlines to disambiguate flow direction, and flow magnitude can be represented by the thickness, density, or intensity of the lines.
Greg Turk, David Banks
SIGGRAPH1
1994 Zippered polygon meshes from range images
abstract
Range imaging offers an inexpensive and accurate means for digitizing the shape of three-dimensional objects. Because most objects self occlude, no single range image suffices to describe the entire object. We present a method for combining a collection of range images into a single polygonal mesh that completely describes an object to the extent that it is visible from the outside.The steps in our method are: 1) align the meshes with each other using a modified iterated closest-point algorithm, 2) zipper together adjacent meshes to form a continuous surface that correctly captures the topology of the object, and 3) compute local weighted averages of surface positions on all meshes to form a consensus surface geometry.Our system differs from previous approaches in that it is incremental; scans are acquired and combined one at a time. This approach allows us to acquire and combine large numbers of scans with minimal storage overhead. Our largest models contain up to 360,000 triangles. All the steps needed to digitize an object that requires up to 10 range scans can be performed using our system with five minutes of user interaction and a few hours of compute time. We show two models created using our method with range data from a commercial rangefinder that employs laser stripe technology.
Greg Turk, Marc Levoy
SIGGRAPH1
1992 Interactive simulation in a multi-person virtual world
abstract
A multi-user Virtual World has been implemented combining a flexible-object simulator with a multisensory user interface, including hand motion and gestures, speech input and output, sound output, and 3-D stereoscopic graphics with head-motion parallax. The implementation is based on a distributed client/server architecture with a centralized Dialogue Manager. The simulator is inserted into the Virtual World as a server. A discipline for writing interaction dialogues provides a clear conceptual hierarchy and the encapsulation of state. This hierarchy facilitates the creation of alternative interaction scenarios and shared multiuser environment.
Christopher F. Codella, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, David A. Rabenhorst, Chu P. Wang, V. Alan Norton, Paula Sweeney, Greg Turk
CHI11
1992 Real-Time Procedural Textures
abstract
We describe a software system on the Pixel-Planes 5 graphics engine that displays user-defined antialiased procedural textures at rates of about 30 frames per second for use in realtime graphics applications.Our system allows a user to create textures that can modulate both diffuse and specular color, the sharpness of specular highlights, the amount of transparency and the surface normals of an object.We describe a texture editor that allows a user to interactively create and edit procedural textures.Antialiasing is essential for real-time textures, and in this paper we present some techniques for antialiasing procedural textures.Another direction we are exploring is the use of dynamic textures, which are functions of time or orientation.Examples of textures we have generated include a translucent fire texture that waves and flickers and an animated water texture that shows the use of both environment mapping and normal perturbation (bump mapping).
John Rhoades, Greg Turk, Andrei State, Ulrich Neumann, Amitabh Varshney
SI3D2
1992 Re-tiling polygonal surfaces
abstract
This paper presents an automatic method of creating surface models at several levels of detail from an original polygonal description of a given object. Representing models at various levels of detail is important for achieving high frame rates in interactive graphics applications and also for speeding-up the off-line rendering of complex scenes. Unfortunately, generating these levels of detail is a time-consuming task usually left to a human modeler. This paper shows how a new set of vertices can be distributed over the surface of a model and connected to one another to create a re-tiling of a surface that is faithful to both the geometry and the topology of the original surface. Themain contributions of this paper are: 1) a robust method of connecting together new vertices over a surface, 2) a way of using an estimate of surface curvature to distribute more new vertices at regions of higher curvature and 3) a method of smoothly interpolating between models that represent the same object at different levels of detail. The key notion in the re-tiling procedure is the creation of an intermediate model called the mutual tessellation of a surface that contains both the vertices from the original model and the new points that are to become vertices in the re-tiled surface. The new model is then created by removing each original vertex and locally re-triangulating the surface in a way that matches the local connectedness of the initial surface. This technique for surface retessellation has been successfully applied to iso-surface models derived from volume data, Connolly surface molecular models and a tessellation of a minimal surface of interest to mathematicians. CRCategoriesandSubjectDescriptors: I.3.3 [ComputerGraph- ics]: Picture/Image Generation -- Display algorithms
Greg Turk
SIGGRAPH1
1991 Generating textures on arbitrary surfaces using reaction-diffusion
abstract
This paper describes a biologically motivated method of texture synthesis called reaction-diffusion and demonstrates how these textures can be generated in a manner that directly matches the geometry of a given surface. Reaction-diffusion is a process in which two or more chemicals diffuse at unequal rates over a surface and react with one another to form stable patterns such as spots and stripes. Biologists and mathematicians have explored the patterns made by several reaction-diffusion systems. We extend the range of textures that have previously been generated by using a cascade of multiple reaction-diffusion systems in which one system lays down an initial pattern and then one or more later systems refine the pattern. Examples of patterns generated by such a cascade process include the clusters of spots on leopards known as rosettes and the web-like patterns found on giraffes. In addition, this paper introduces a method which reaction-diffusion textures are created to match the geometry of an arbitrary polyhedral surface. This is accomplished by creating a mesh over a given surface and then simulating the reaction-diffusion process directly on this mesh. This avoids the often difficult task of assigning texture coordinates to a complex surface. A mesh is generated by evenly distributing points over the model using relaxation and then determining which points are adjacent by constructing their Voronoi regions. Textures are rendered directly from the mesh by using a weighted sum of mesh values to compute surface color at a given position. Such textures can also be used as bump maps.
Greg Turk
SIGGRAPH1
1991 Animation of fracture by physical modeling
V. Alan Norton, Greg Turk, Robert Bacon, John Gerth, Paula Sweeney
Vis. Comput.2
1989 Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
abstract
This paper introduces the architecture and initial algorithms for Pixel-Planes 5, a heterogeneous multi-computer designed both for high-speed polygon and sphere rendering (1M Phong-shaded triangles/second) and for supporting algorithm and application research in interactive 3D graphics. Techniques are described for volume rendering at multiple frames per second, font generation directly from conic spline descriptions, and rapid calculation of radiosity form-factors. The hardware consists of up to 32 math-oriented processors, up to 16 rendering units, and a conventional 1280 × 1024-pixel frame buffer, interconnected by a 5 gigabit ring network. Each rendering unit consists of a 128 × 128-pixel array of processors-with-memory with parallel quadratic expression evaluation for every pixel. Implemented on 1.6 micron CMOS chips designed to run at 40MHz, this array has 208 bits/pixel on-chip and is connected to a video RAM memory system that provides 4,096 bits of off-chip memory. Rendering units can be independently reasigned to any part of the screen or to non-screen-oriented computation. As of April 1989, both hardware and software are still under construction, with initial system operation scheduled for fall 1989.
Henry Fuchs, John Poulton, John G. Eyles, Trey Greer, Jack Goldfeather, David A. Ellsworth, Steven E. Molnar, Greg Turk, Brice Tebbs, Laura Israel
SIGGRAPH8
1984 Computer Graphics Education
Greg Turk
Comput. Graph. Forum1