Research
Here are some of our research areas. Click to learn more about the specific projects:Character Animation and Motion Capture
- Animating Responsive Characters with Dynamic Constraints in Near-Unactuated Coordinates : We present an approach to animating physically responsive virtual characters by combining kinematic pose control with dynamic constraints in the muscle actuation space.
- Interactive Tensor Field Design and Visualization on Surfaces : We present an interactive design system that allows a user to create a wide variety of surface tensor fields with control over the number and location of degenerate points.
- Feature-Based Surface Parameterization and Texture Mapping : In this paper, we propose an automatic parameterization method that segments a surface into patches that are then flattened with little stretch.
- Reconstructing Surfaces : We present a new method of surface reconstruction that generates smooth and seamless models from sparse, noisy, non-uniform, and low resolution range data.
- Fast Viscoelastic Behavior with Thin Features : We combine a high resolution surface mesh with a frequently re-meshing tetrahedral finite element simulator to efficiently animate a wide range of deformable materials.
- A Finite Element Method for Animating Large Viscoplastic Flow : We animate large plastic deformations of solid materials by introducing a new plasticity model and a finite element simulator that makes use of on-the-fly re-meshing.
- Animating Corrosion and Erosion : We add physical and chemical effects to a fluid simulation to animate natural phenomena such as erosion, sedimentation, and acidic corrosion.
- Keyframe Control of Complex Particle Systems Using the Adjoint Method : We use the adjoint method to control systems of interacting particles -- paying special attention to simulations of cloth and flocking behavior.
- Water Drops on Surfaces : 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.
- Melting and Flowing : We present a fast and stable system for animating materials that melt, flow, and solidify. Examples of real-world materials that exhibit these phenomena include melting candles, lava flow, the hardening of cement, icicle formation, and limestone deposition.
- Terrain Synthesis from Digital Elevation Models : We present an example-based system for terrain synthesis
- Interactive Tensor Field Design and Visualization on Surfaces : We present an interactive design system that allows a user to create a wide variety of surface tensor fields with control over the number and location of degenerate points.
- Texture Transfer : 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.
- Geometric Texture Synthesis : Patterns on real-world objects are often due to variations in geometry across the surface. Height fields and other common parametric methods cannot synthesize many forms of geometric surface texture such as thorns, scales, and bark. We present an example-based technique for synthesizing a variety of geometric textures on a model's surface.
- Graphcut Textures: Image and Video Synthesis Using Graph Cuts : n 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.