Related papers: Combining Active and Passive Simulations for Secon…
In this paper we describe a method for modeling the dynamic behavior of splashing fluids. The model simulates the behavior of a fluid when objects impact or float on its surface. The forces generated by the objects create waves and splashes…
Computer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most runners leave no…
We propose novel motion representations for animating articulated objects consisting of distinct parts. In a completely unsupervised manner, our method identifies object parts, tracks them in a driving video, and infers their motions by…
We present an efficient spacetime optimization method to automatically generate animations for a general volumetric, elastically deformable body. Our approach can model the interactions between the body and the environment and automatically…
In this thesis we address two related aspects of visual object recognition: the use of motion information, and the use of internal supervision, to help unsupervised learning. These two aspects are inter-related in the current study, since…
We revisit human motion synthesis, a task useful in various real world applications, in this paper. Whereas a number of methods have been developed previously for this task, they are often limited in two aspects: focusing on the poses while…
2D animation is a common factor in game development, used for characters, effects and background art. It involves work that takes both skill and time, but parts of which are repetitive and tedious. Automated animation approaches exist, but…
We contribute a systematic review of situated visualizations in motion in the context of video games. Video games produce rich dynamic datasets during gameplay that are often visualized to help players succeed in a game. Often these…
Augmented reality is the art to seamlessly fuse virtual objects into real ones. In this short note, we address the opposite problem, the inverse augmented reality, that is, given a perfectly augmented reality scene where human is unable to…
We contribute a first design space on visualizations in motion and the design of a pilot study we plan to run in the fall. Visualizations can be useful in contexts where either the observation is in motion or the whole visualization is…
The second-order gravitational self-force on a small body is an important problem for gravitational-wave astronomy of extreme mass-ratio inspirals. We give a first-principles derivation of a prescription for computing the first and second…
Generating realistic human motion is essential for many computer vision and graphics applications. The wide variety of human body shapes and sizes greatly impacts how people move. However, most existing motion models ignore these…
In this work, we present Conditional Adversarial Latent Models (CALM), an approach for generating diverse and directable behaviors for user-controlled interactive virtual characters. Using imitation learning, CALM learns a representation of…
We present a method to animate a character incorporating multiple part-wise motion priors (PMP). While previous works allow creating realistic articulated motions from reference data, the range of motion is largely limited by the available…
Choosing an appropriate set of stimuli is essential to characterize the response of a sensory system to a particular functional dimension, such as the eye movement following the motion of a visual scene. Here, we describe a framework to…
Image animation brings life to the static object in the source image according to the driving video. Recent works attempt to perform motion transfer on arbitrary objects through unsupervised methods without using a priori knowledge.…
In this paper, we address the challenge of generating realistic 3D human motions for action classes that were never seen during the training phase. Our approach involves decomposing complex actions into simpler movements, specifically those…
Computer vision produces representations of scene content. Much computer vision research is predicated on the assumption that these intermediate representations are useful for action. Recent work at the intersection of machine learning and…
We present a dual-pathway approach for recognizing fine-grained interactions from videos. We build on the success of prior dual-stream approaches, but make a distinction between the static and dynamic representations of objects and their…
In this paper, we describe a system for generating three-dimensional visual simulations of natural language motion expressions. We use a rich formal model of events and their participants to generate simulations that satisfy the minimal…