SCA 17: PostersISBN 978-1-4503-5091-4https://diglib.eg.org:443/handle/10.2312/26319992024-03-28T22:16:12Z2024-03-28T22:16:12ZVolumetric Muscle ControllerLee, SeunghwanMitchell, NathanAanjaneya, MridulSifakis, EftychiosLee, Jeheehttps://diglib.eg.org:443/handle/10.1145/3099564-31066462022-03-28T07:02:07Z2017-01-01T00:00:00ZVolumetric Muscle Controller
Lee, Seunghwan; Mitchell, Nathan; Aanjaneya, Mridul; Sifakis, Eftychios; Lee, Jehee
Bernhard Thomaszewski and KangKang Yin and Rahul Narain
We describe a controller with a fully integrated musculoskeletal model actuated by more than a hundred muscles. Inspired by a QP-based control algorithm, we improved the algorithm to control the volumetric muscles directly. Furthermore, the highly-detailed musculoskeleton was modeled using a non-manifold method and a computation time was e ectively reduced through implicit jacobian computation. Our entire system can simulate the musculoskeleton model with detailed volumetric muscles in a feasible computation time.
2017-01-01T00:00:00ZUnderstanding Spatial Perception and Visual Modes in the Review of Architectural DesignsUsman, MuhammadHaworth, BrandonBerseth, GlenKapadia, MubbasirFaloutsos, Petroshttps://diglib.eg.org:443/handle/10.1145/3099564-31081642022-03-28T07:02:10Z2017-01-01T00:00:00ZUnderstanding Spatial Perception and Visual Modes in the Review of Architectural Designs
Usman, Muhammad; Haworth, Brandon; Berseth, Glen; Kapadia, Mubbasir; Faloutsos, Petros
Bernhard Thomaszewski and KangKang Yin and Rahul Narain
We investigate how a person's perception of space in di erent visual modes relates to common computational spatial measures for environment designs. The three spatial measures, grounded in Space-Syntax analysis, are used to capture di erent aspects of a design such as visibility, accessibility, and organization.We perform two studies involving novice users and the experts. First, we conduct a perceptual study to find out how novice users perceive these spatial measures when exploring and environment design using di erent visual modes including 2D blueprints, 3D first-person view, and room-scale virtual reality. A correlation analysis between the users' perceptual ratings and the spatial measures indicates that virtual reality is the most e ective of the three methods. We conclude that virtual reality provides the requisite fidelity needed to su ciently capture subtle aspects of 3D space, needed to perceive accessibility, visibility, and organization of an environment. On the other hand, 2D blueprints and 3D first-person exploration often fail to convey the spatial measures. In the second study, experts are asked to evaluate and rank the design blueprints for each spatial measure. The expert observations are in strong agreement with the spatial measures for accessibility and organization, but not for visibility in some cases. This indicates that even experts have difficulty understanding spatial aspects of an architectural design from 2D blueprints alone.
2017-01-01T00:00:00ZSketch-Based 3D Hair Posing by Contour DrawingsSeki, ShogoIgarashi, Takeohttps://diglib.eg.org:443/handle/10.1145/3099564-31066382022-03-28T07:02:13Z2017-01-01T00:00:00ZSketch-Based 3D Hair Posing by Contour Drawings
Seki, Shogo; Igarashi, Takeo
Bernhard Thomaszewski and KangKang Yin and Rahul Narain
We propose a sketch-based method for posing a three-dimensional (3D) hair model that enables artists to create attractive hairstyles more easily and intuitively. The system takes partial contour drawings of a preferred hair shape to modify the rig parameters so that the hair model fits into the sketch. Our method consists of two parts: flow extraction from a sketch and pose construction using the flow. The method was evaluated by a user study and an interview with a professional 3D artist.
2017-01-01T00:00:00ZThe Stretch-Engine: A Method for Adjusting the Exaggeration of Bipedal Characters Through Squash and StretchIbrahim, Zaid H.https://diglib.eg.org:443/handle/10.1145/3099564-31066392022-03-28T07:01:59Z2017-01-01T00:00:00ZThe Stretch-Engine: A Method for Adjusting the Exaggeration of Bipedal Characters Through Squash and Stretch
Ibrahim, Zaid H.
Bernhard Thomaszewski and KangKang Yin and Rahul Narain
This paper describes a new method to control changes in a character's form during exaggeration, through squash and stretch (SS). The Stretch-Engine is the result of this method, designed to be integrated into an existing animation system, Maya. The Stretch- Engine is a three-part system where the first is a bipedal-humanoid rig with controls necessary for animation and the ability to SS its limbs. The second is a set of rules determined from studying Looney Tunes animation to create a range of SS. The third is a user interface that allows users to control changes in SS using 3D curves created within the Maya interface.
2017-01-01T00:00:00Z