This paper investigates “Schelling points” on 3D meshes, feature points selected by people in a pure coordination game due to their salience. To collect data for this investig...
Xiaobai Chen, Abulhair Saparov, Bill Pang, Thomas ...
We present a simple algorithm to compute continuous penalty forces to determine collision response between rigid and deformable models bounded by triangle meshes. Our algorithm co...
Min Tang, Dinesh Manocha, Miguel A. Otaduy, Ruofen...
Current methods for combining two different images produce visible artifacts when the sources have very different textures and structures. We present a new method for synthesizing...
Soheil Darabi, Eli Shechtman, Connelly Barnes, Dan...
Bubbles and foams are important features of liquid surface phenomena, but they are difficult to animate due to their thin films and complex interactions in the real world. In par...
Oleksiy Busaryev, Tamal K. Dey, Huamin Wang, Zhong...
We present a semi-automated technique for selectively deanimating video to remove the large-scale motions of one or more objects so that other motions are easier to see. The user ...
We present a technique for automatically synthesizing walking and running controllers for physically-simulated 3D humanoid characters. The sagittal hip, knee, and ankle degrees-of...
Jack M. Wang, Samuel R. Hamner, Scott L. Delp, Vla...
We introduce the interactive system “Beady” to assist the design and construction of customized 3D beadwork. The user first creates a polygonal mesh model called the design m...
Geometric modeling and the physical validity of shapes are traditionally considered independently. This makes creating aesthetically pleasing yet physically valid models challengi...