Feedback Control for Character Animation Using an Abstract Model Yuting Ye C. Karen Liu Georgia Institute of Technology∗ Real-time adaptation of a motion capture sequence to vir...
We introduce methods for optimizing physics-based walking controllers for robustness to uncertainty. Many unknown factors, such as external forces, control torques, and user contr...
We describe a framework for the automatic synthesis of biped locomotion controllers that adapt to uneven terrain at run-time. The framework consists of two components: a per-foots...
This paper presents a physics-based locomotion controller based on online planning. At each time-step, a planner optimizes locomotion over multiple phases of gait. Stance dynamics...
We propose a physically based algorithm for synthesizing sounds synchronized with brittle fracture animations. Motivated by laboratory experiments, we approximate brittle fracture...
We present a method for real-time sound propagation that captures all wave effects, including diffraction and reverberation, for multiple moving sources and a moving listener in a...
Nikunj Raghuvanshi, John Snyder, Ravish Mehra, Min...
Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to...
Kayvon Fatahalian, Solomon Boulos, James Hegarty, ...
The NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures. The OptiX engine builds on the key observation ...
Steven G. Parker, James Bigler, Andreas Dietrich, ...
We present a novel rendering system for defocus blur and lens effects. It supports physically-based rendering and outperforms previous approaches by involving a novel GPU-based tr...
We present a micropolygon ray tracing algorithm that is capable of efficiently rendering high quality defocus and motion blur effects. A key component of our algorithm is a BVH (...
Qiming Hou, Hao Qin, Wenyao Li, Baining Guo, Kun Z...