The Experts below are selected from a list of 324 Experts worldwide ranked by ideXlab platform
Karan Singh - One of the best experts on this subject based on the ideXlab platform.
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a system for efficient 3d printed stop motion face Animation
ACM Transactions on Graphics, 2020Co-Authors: Rinat Abdrashitov, Alec Jacobson, Karan SinghAbstract:Computer Animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion Animation. As 3D printing every frame of a Computer Animation is prohibitively slow and expensive, 3D printed stop-motion can only be viable if Animations can be faithfully reproduced using a compact library of 3D printed and efficiently assemblable parts. We thus present the first system for processing Computer Animation sequences (typically faces) to produce an optimal set of replacement parts for use in 3D printed stop-motion Animation. Given an input Animation sequence of topology invariant deforming meshes, our problem is to output a library of replacement parts and per-Animation-frame assignment of the parts, such that we maximally approximate the input Animation, while minimizing the amount of 3D printing and assembly. Inspired by current stop-motion workflows, a user manually indicates which parts of the model are preferred for segmentation; then, we find curves with minimal deformation along which to segment the mesh. We then present a novel algorithm to zero out deformations along the segment boundaries, so that replacement sets for each part can be interchangeably and seamlessly assembled together. The part boundaries are designed to ease 3D printing and instrumentation for assembly. Each part is then independently optimized using a graph-cut technique to find a set of replacements, whose size can be user defined, or automatically computed to adhere to a printing budget or allowed deviation from the original Animation. Our evaluation is threefold: we show results on a variety of facial Animations, both digital and 3D printed, critiqued by a professional animator; we show the impact of various algorithmic parameters; and we compare our results to naive solutions. Our approach can reduce the printing time and cost significantly for stop-motion animated films.
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a system for efficient 3d printed stop motion face Animation
ACM Transactions on Graphics, 2020Co-Authors: Rinat Abdrashitov, Alec Jacobson, Karan SinghAbstract:Computer Animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion Animation. As 3D printing every frame of a Computer Animation is prohibitively slow...
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A system for efficient 3D printed stop-motion face Animation.
arXiv: Graphics, 2019Co-Authors: Rinat Abdrashitov, Alec Jacobson, Karan SinghAbstract:Computer Animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion Animation. As 3D printing every frame of a Computer Animation is prohibitively slow and expensive, 3D printed stop-motion can only be viable if Animations can be faithfully reproduced using a compact library of 3D printed and efficiently assemblable parts. We thus present the first system for processing Computer Animation sequences (typically faces) to produce an optimal set of replacement parts for use in 3D printed stop-motion Animation. Given an input Animation sequence of topology invariant deforming meshes, our problem is to output a library of replacement parts and per-Animation-frame assignment of the parts, such that we maximally approximate the input Animation, while minimizing the amount of 3D printing and assembly. Inspired by current stop-motion workflows, a user manually indicates which parts of the model are preferred for segmentation; then, we find curves with minimal deformation along which to segment the mesh. We then present a novel algorithm to zero out deformations along the segment boundaries, so that replacement sets for each part can be interchangeably and seamlessly assembled together. The part boundaries are designed to ease 3D printing and instrumentation for assembly. Each part is then independently optimized using a graph-cut technique to find a set of replacements, whose size can be user defined, or automatically computed to adhere to a printing budget or allowed deviation from the original Animation. Our evaluation is threefold: we show results on a variety of facial Animations, both digital and 3D printed, critiqued by a professional animator; we show the impact of various algorithmic parameters; and compare our results to naive solutions. Our approach can reduce the printing time and cost significantly for stop-motion animated films.
Rinat Abdrashitov - One of the best experts on this subject based on the ideXlab platform.
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a system for efficient 3d printed stop motion face Animation
ACM Transactions on Graphics, 2020Co-Authors: Rinat Abdrashitov, Alec Jacobson, Karan SinghAbstract:Computer Animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion Animation. As 3D printing every frame of a Computer Animation is prohibitively slow and expensive, 3D printed stop-motion can only be viable if Animations can be faithfully reproduced using a compact library of 3D printed and efficiently assemblable parts. We thus present the first system for processing Computer Animation sequences (typically faces) to produce an optimal set of replacement parts for use in 3D printed stop-motion Animation. Given an input Animation sequence of topology invariant deforming meshes, our problem is to output a library of replacement parts and per-Animation-frame assignment of the parts, such that we maximally approximate the input Animation, while minimizing the amount of 3D printing and assembly. Inspired by current stop-motion workflows, a user manually indicates which parts of the model are preferred for segmentation; then, we find curves with minimal deformation along which to segment the mesh. We then present a novel algorithm to zero out deformations along the segment boundaries, so that replacement sets for each part can be interchangeably and seamlessly assembled together. The part boundaries are designed to ease 3D printing and instrumentation for assembly. Each part is then independently optimized using a graph-cut technique to find a set of replacements, whose size can be user defined, or automatically computed to adhere to a printing budget or allowed deviation from the original Animation. Our evaluation is threefold: we show results on a variety of facial Animations, both digital and 3D printed, critiqued by a professional animator; we show the impact of various algorithmic parameters; and we compare our results to naive solutions. Our approach can reduce the printing time and cost significantly for stop-motion animated films.
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a system for efficient 3d printed stop motion face Animation
ACM Transactions on Graphics, 2020Co-Authors: Rinat Abdrashitov, Alec Jacobson, Karan SinghAbstract:Computer Animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion Animation. As 3D printing every frame of a Computer Animation is prohibitively slow...
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A system for efficient 3D printed stop-motion face Animation.
arXiv: Graphics, 2019Co-Authors: Rinat Abdrashitov, Alec Jacobson, Karan SinghAbstract:Computer Animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion Animation. As 3D printing every frame of a Computer Animation is prohibitively slow and expensive, 3D printed stop-motion can only be viable if Animations can be faithfully reproduced using a compact library of 3D printed and efficiently assemblable parts. We thus present the first system for processing Computer Animation sequences (typically faces) to produce an optimal set of replacement parts for use in 3D printed stop-motion Animation. Given an input Animation sequence of topology invariant deforming meshes, our problem is to output a library of replacement parts and per-Animation-frame assignment of the parts, such that we maximally approximate the input Animation, while minimizing the amount of 3D printing and assembly. Inspired by current stop-motion workflows, a user manually indicates which parts of the model are preferred for segmentation; then, we find curves with minimal deformation along which to segment the mesh. We then present a novel algorithm to zero out deformations along the segment boundaries, so that replacement sets for each part can be interchangeably and seamlessly assembled together. The part boundaries are designed to ease 3D printing and instrumentation for assembly. Each part is then independently optimized using a graph-cut technique to find a set of replacements, whose size can be user defined, or automatically computed to adhere to a printing budget or allowed deviation from the original Animation. Our evaluation is threefold: we show results on a variety of facial Animations, both digital and 3D printed, critiqued by a professional animator; we show the impact of various algorithmic parameters; and compare our results to naive solutions. Our approach can reduce the printing time and cost significantly for stop-motion animated films.
Doug L James - One of the best experts on this subject based on the ideXlab platform.
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toward wave based sound synthesis for Computer Animation
ACM Transactions on Graphics, 2018Co-Authors: Juihsien Wang, Timothy R Langlois, Doug L JamesAbstract:We explore an integrated approach to sound generation that supports a wide variety of physics-based simulation models and Computer-animated phenomena. Targeting high-quality offline sound synthesis, we seek to resolve Animation-driven sound radiation with near-field scattering and diffraction effects. The core of our approach is a sharp-interface finite-difference time-domain (FDTD) wavesolver, with a series of supporting algorithms to handle rapidly deforming and vibrating embedded interfaces arising in physics-based Animation sound. Once the solver rasterizes these interfaces, it must evaluate acceleration boundary conditions (BCs) that involve model-and phenomena-specific computations. We introduce acoustic shaders as a mechanism to abstract away these complexities, and describe a variety of implementations for Computer Animation: near-rigid objects with ringing and acceleration noise, deformable (finite element) models such as thin shells, bubble-based water, and virtual characters. Since time-domain wave synthesis is expensive, we only simulate pressure waves in a small region about each sound source, then estimate a far-field pressure signal. To further improve scalability beyond multi-threading, we propose a fully time-parallel sound synthesis method that is demonstrated on commodity cloud computing resources. In addition to presenting results for multiple Animation phenomena (water, rigid, shells, kinematic deformers, etc.) we also propose 3D automatic dialogue replacement (3DADR) for virtual characters so that pre-recorded dialogue can include character movement, and near-field shadowing and scattering sound effects.
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physically based sound for Computer Animation and virtual environments
International Conference on Computer Graphics and Interactive Techniques, 2016Co-Authors: Doug L JamesAbstract:Physically based sound is an important emerging approach for Computer synthesis of realistic synchronized sounds for physically based Animation and real-time virtual environments. A major challenge for learning and implementing these sound techniques is the wide range of physically based models and sound phenomena involved, as well as the need for optimizations. Furthermore many publications on physically based Animation and sound rendering can assume mathematical background that many in the graphics community lack. The result is that learning physics-based sound techniques is unnecessarily difficult for many interested students and practitioners.
Alec Jacobson - One of the best experts on this subject based on the ideXlab platform.
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a system for efficient 3d printed stop motion face Animation
ACM Transactions on Graphics, 2020Co-Authors: Rinat Abdrashitov, Alec Jacobson, Karan SinghAbstract:Computer Animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion Animation. As 3D printing every frame of a Computer Animation is prohibitively slow and expensive, 3D printed stop-motion can only be viable if Animations can be faithfully reproduced using a compact library of 3D printed and efficiently assemblable parts. We thus present the first system for processing Computer Animation sequences (typically faces) to produce an optimal set of replacement parts for use in 3D printed stop-motion Animation. Given an input Animation sequence of topology invariant deforming meshes, our problem is to output a library of replacement parts and per-Animation-frame assignment of the parts, such that we maximally approximate the input Animation, while minimizing the amount of 3D printing and assembly. Inspired by current stop-motion workflows, a user manually indicates which parts of the model are preferred for segmentation; then, we find curves with minimal deformation along which to segment the mesh. We then present a novel algorithm to zero out deformations along the segment boundaries, so that replacement sets for each part can be interchangeably and seamlessly assembled together. The part boundaries are designed to ease 3D printing and instrumentation for assembly. Each part is then independently optimized using a graph-cut technique to find a set of replacements, whose size can be user defined, or automatically computed to adhere to a printing budget or allowed deviation from the original Animation. Our evaluation is threefold: we show results on a variety of facial Animations, both digital and 3D printed, critiqued by a professional animator; we show the impact of various algorithmic parameters; and we compare our results to naive solutions. Our approach can reduce the printing time and cost significantly for stop-motion animated films.
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a system for efficient 3d printed stop motion face Animation
ACM Transactions on Graphics, 2020Co-Authors: Rinat Abdrashitov, Alec Jacobson, Karan SinghAbstract:Computer Animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion Animation. As 3D printing every frame of a Computer Animation is prohibitively slow...
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A system for efficient 3D printed stop-motion face Animation.
arXiv: Graphics, 2019Co-Authors: Rinat Abdrashitov, Alec Jacobson, Karan SinghAbstract:Computer Animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion Animation. As 3D printing every frame of a Computer Animation is prohibitively slow and expensive, 3D printed stop-motion can only be viable if Animations can be faithfully reproduced using a compact library of 3D printed and efficiently assemblable parts. We thus present the first system for processing Computer Animation sequences (typically faces) to produce an optimal set of replacement parts for use in 3D printed stop-motion Animation. Given an input Animation sequence of topology invariant deforming meshes, our problem is to output a library of replacement parts and per-Animation-frame assignment of the parts, such that we maximally approximate the input Animation, while minimizing the amount of 3D printing and assembly. Inspired by current stop-motion workflows, a user manually indicates which parts of the model are preferred for segmentation; then, we find curves with minimal deformation along which to segment the mesh. We then present a novel algorithm to zero out deformations along the segment boundaries, so that replacement sets for each part can be interchangeably and seamlessly assembled together. The part boundaries are designed to ease 3D printing and instrumentation for assembly. Each part is then independently optimized using a graph-cut technique to find a set of replacements, whose size can be user defined, or automatically computed to adhere to a printing budget or allowed deviation from the original Animation. Our evaluation is threefold: we show results on a variety of facial Animations, both digital and 3D printed, critiqued by a professional animator; we show the impact of various algorithmic parameters; and compare our results to naive solutions. Our approach can reduce the printing time and cost significantly for stop-motion animated films.
Leigh Mcloughlin - One of the best experts on this subject based on the ideXlab platform.
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critters in the classroom a 3d Computer game like tool for teaching programming to Computer Animation students
International Conference on Computer Graphics and Interactive Techniques, 2007Co-Authors: Eike Falk Anderson, Leigh McloughlinAbstract:The brewing crisis threatening Computer science education is a well documented fact. To counter this and to increase enrolment and retention in Computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject. We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D Computer game graphics that today's students are familiar with. This provides a game-like setting for writing Computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern Computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004]. Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience. This paper provides a discussion of the 3D Computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students.