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Displaying 1-41 out of 41 total
Stable spaces for real-time clothing
Found in: ACM Transactions on Graphics (TOG)
By Adrien Treuille, Edilson de Aguiar, Jessica K. Hodgins, Leonid Sigal, Adrien Treuille, Edilson de Aguiar, Jessica K. Hodgins, Leonid Sigal, Adrien Treuille, Edilson de Aguiar, Jessica K. Hodgins, Leonid Sigal, Adrien Treuille, Edilson de Aguiar, Jessica K. Hodgins, Leonid Sigal
Issue Date:July 2010
pp. 1-10
We present a technique for learning clothing models that enables the simultaneous animation of thousands of detailed garments in real-time. This surprisingly simple conditional model learns and preserves the key dynamic properties of a cloth motion along w...
     
Evaluating the effect of motion and body shape on the perceived sex of virtual characters
Found in: ACM Transactions on Applied Perception (TAP)
By Carol O'sullivan, Fiona Newell, Fiona Newell, Fiona Newell, Jessica K. Hodgins, Jessica K. Hodgins, Jessica K. Hodgins, Rachel McDonnell, Rachel McDonnell, Rachel McDonnell, Sophie Jorg, Sophie Jorg, Sophie Jorg
Issue Date:January 2009
pp. 1-14
In this paper, our aim is to determine factors that influence the perceived sex of virtual characters. In Experiment 1, four different model types were used: highly realistic male and female models, an androgynous character, and a point light walker. Three...
     
Perception of Human Motion With Different Geometric Models
Found in: IEEE Transactions on Visualization and Computer Graphics
By Jessica K. Hodgins, James F. O'Brien, Jack Tumblin
Issue Date:October 1998
pp. 307-316
<p><b>Abstract</b>—Human figures have been animated using a variety of geometric models, including stick figures, polygonal models, and NURBS-based models with muscles, flexible skin, or clothing. This paper reports on experimental result...
 
Reactive Pedestrian Path Following from Examples
Found in: Computer Animation and Social Agents, International Conference on
By Ronald A. Metoyer, Jessica K. Hodgins
Issue Date:May 2003
pp. 149
To present an accurate and compelling view of a new environment, architectural and urban planning applications both require animations of people. Ideally, these animations would be easy for a non-programmer to construct, just as buildings and streets can b...
 
Combining Active and Passive Simulations for Secondary Motion
Found in: IEEE Computer Graphics and Applications
By James F. O'Brien, Victor B. Zordan, Jessica K. Hodgins
Issue Date:July 2000
pp. 86-96
Objects that move in response to the actions of a main character often make an important contribution to the visual richness of an animated scene. We use the term
 
Dynamically Simulated Characters in Virtual Environments
Found in: IEEE Computer Graphics and Applications
By David C. Brogan, Ronald A. Metoyer, Jessica K. Hodgins
Issue Date:September 1998
pp. 58-69
Animated characters can play the role of teachers or guides, teammates or competitors, or just provide a source of interesting motion in virtual environments. The characters in a compelling virtual environment must have a wide variety of complex and intere...
 
Perceptually motivated guidelines for voice synchronization in film
Found in: ACM Transactions on Applied Perception (TAP)
By Elizabeth J. Carter, Iain Matthews, Iain Matthews, Jessica K. Hodgins, Jessica K. Hodgins, Laura Trutoiu, Laura Trutoiu, Lavanya Sharan, Lavanya Sharan
Issue Date:July 2010
pp. 1-12
We consume video content in a multitude of ways, including in movie theaters, on television, on DVDs and Blu-rays, online, on smart phones, and on portable media players. For quality control purposes, it is important to have a uniform viewing experience ac...
     
Perceptual effects of damped and exaggerated facial motion in animated characters
Found in: 2013 10th IEEE International Conference on Automatic Face & Gesture Recognition (FG 2013)
By Jennifer Hyde,Elizabeth J. Carter,Sara Kiesler,Jessica K. Hodgins
Issue Date:April 2013
pp. 1-6
Common guidelines followed in the animation community include the idea that cartoon characters should be exaggerated to better convey emotion and intent, whereas more realistic characters should have “matching” realistic motion. We investigated the effects...
   
The temporal connection between smiles and blinks
Found in: 2013 10th IEEE International Conference on Automatic Face & Gesture Recognition (FG 2013)
By Laura C. Trutoiu,Jessica K. Hodgins,Jeffrey F. Cohn
Issue Date:April 2013
pp. 1-6
In this paper, we present evidence for a temporal relationship between eye blinks and smile dynamics (smile onset and offset). Smiles and blinks occur with high frequency during social interaction, yet little is known about their temporal integration. To e...
   
Flow-based video synthesis and editing
Found in: ACM Transactions on Graphics (TOG)
By Jessica K. Hodgins, Kiran S. Bhat, Pradeep K. Khosla, Steven M. Seitz
Issue Date:August 2004
pp. 360-363
This paper presents a novel algorithm for synthesizing and editing video of natural phenomena that exhibit continuous flow patterns. The algorithm analyzes the motion of textured particles in the input video along user-specified flow lines, and synthesizes...
     
Two methods for display of high contrast images
Found in: ACM Transactions on Graphics (TOG)
By Brian K. Guenter, Jack Tumblin, Jessica K. Hodgins
Issue Date:January 1991
pp. 56-94
High contrast images are common in night scenes and other scenes that include dark shadows and bright light sources. These scenes are difficult to display because their contrasts greatly exceed the range of most display devices for images. As a result, th...
     
A puppet interface for retrieval of motion capture data
Found in: Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA '11)
By Atsushi Nakazawa, Jessica K. Hodgins, Naoki Numaguchi, Takaaki Shiratori
Issue Date:August 2011
pp. 157-166
Intuitive and efficient retrieval of motion capture data is essential for effective use of motion capture databases. In this paper, we describe a system that allows the user to retrieve a particular sequence by performing an approximation of the motion wit...
     
Motion capture from body-mounted cameras
Found in: ACM SIGGRAPH 2011 papers (SIGGRAPH '11)
By Hyun Soo Park, Jessica K. Hodgins, Leonid Sigal, Takaaki Shiratori, Yaser Sheikh
Issue Date:August 2011
pp. 287-294
Motion capture technology generally requires that recordings be performed in a laboratory or closed stage setting with controlled lighting. This restriction precludes the capture of motions that require an outdoor setting or the traversal of large areas. I...
     
Motion capture from body-mounted cameras
Found in: ACM Transactions on Graphics (TOG)
By Hyun Soo Park, Jessica K. Hodgins, Leonid Sigal, Takaaki Shiratori, Yaser Sheikh
Issue Date:July 2011
pp. 1-33
Motion capture technology generally requires that recordings be performed in a laboratory or closed stage setting with controlled lighting. This restriction precludes the capture of motions that require an outdoor setting or the traversal of large areas. I...
     
Computer Graphics Achievement Award
Found in: ACM SIGGRAPH 2010 Awards (SIGGRAPH '10)
By Jessica K. Hodgins
Issue Date:July 2010
pp. 1-1
ACM SIGGRAPH recognizes Jessica Hodgins for her contributions in the field of physically based animation. Her research has had a significant impact on our understanding, simulation, and animation of how people and other creatures move. She, together with h...
     
Stable spaces for real-time clothing
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Adrien Treuille, Edilson de Aguiar, Jessica K. Hodgins, Leonid Sigal
Issue Date:July 2010
pp. 10-18
We present a technique for learning clothing models that enables the simultaneous animation of thousands of detailed garments in real-time. This surprisingly simple conditional model learns and preserves the key dynamic properties of a cloth motion along w...
     
A point-based method for animating incompressible flow
Found in: Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA '09)
By Adam W. Bargteil, Funshing Sin, Jessica K. Hodgins
Issue Date:August 2009
pp. 247-255
In this paper, we present a point-based method for animating incompressible flow. The advection term is handled by moving the sample points through the flow in a Lagrangian fashion. However, unlike most previous approaches, the pressure term is handled by ...
     
Accelerometer-based user interfaces for the control of a physically simulated character
Found in: ACM Transactions on Graphics (TOG)
By Jessica K. Hodgins, Takaaki Shiratori
Issue Date:December 2008
pp. 1-49
In late 2006, Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer. Since then, a large variety of novel applications for these controllers have been developed by both independent and commercial developers. We add...
     
Data-driven modeling of skin and muscle deformation
Found in: ACM Transactions on Graphics (TOG)
By Jessica K. Hodgins, Sang Il Park
Issue Date:August 2008
pp. 1-49
In this paper, we present a data-driven technique for synthesizing skin deformation from skeletal motion. We first create a database of dynamic skin deformations by recording the motion of the surface of the skin with a very large set of motion capture mar...
     
The uncanny valley of eeriness
Found in: ACM SIGGRAPH 2007 panels (SIGGRAPH '07)
By Jessica K. Hodgins, Joe Letteri, Karl F. MacDorman, Thierry Chaminade
Issue Date:August 2007
pp. 1-es
In 1970, an eminent Japanese roboticist, Masahiro Mori, proposed the "uncanny valley" curve to describe the emotional response of humans to nonhuman agents. At the core of his proposal is the idea that as an agent is made more humanlike, the observer's fam...
     
Construction and optimal search of interpolated motion graphs
Found in: ACM Transactions on Graphics (TOG)
By Alla Safonova, Jessica K. Hodgins
Issue Date:July 2007
pp. 1-35
Many compelling applications would become feasible if novice users had the ability to synthesize high quality human motion based only on a simple sketch and a few easily specified constraints. We approach this problem by representing the desired motion as ...
     
A finite element method for animating large viscoplastic flow
Found in: ACM Transactions on Graphics (TOG)
By Adam W. Bargteil, Chris Wojtan, Greg Turk, Jessica K. Hodgins
Issue Date:July 2007
pp. 1-35
We present an extension to Lagrangian finite element methods to allow for large plastic deformations of solid materials. These behaviors are seen in such everyday materials as shampoo, dough, and clay as well as in fantastic gooey and blobby creatures in s...
     
Constraint-based motion optimization using a statistical dynamic model
Found in: ACM Transactions on Graphics (TOG)
By Jessica K. Hodgins, Jinxiang Chai
Issue Date:July 2007
pp. 1-35
In this paper, we present a technique for generating animation from a variety of user-defined constraints. We pose constraint-based motion synthesis as a maximum a posterior (MAP) problem and develop an optimization framework that generates natural motion ...
     
Virtual shapers & movers: form and motion affect sex perception
Found in: Proceedings of the 4th symposium on Applied perception in graphics and visualization (APGV '07)
By Carol O'Sullivan, Fiona Newell, Jessica K. Hodgins, Rachel McDonnell, Sophie Jorg
Issue Date:July 2007
pp. 7-10
An experiment to determine factors that influence the perceived sex of virtual characters was conducted. Four different model types were used: highly realistic male and female models, an androgynous character, and a point light walker. Three different type...
     
Capturing and animating skin deformation in human motion: Copyright restrictions prevent ACM from providing the full text for this work.
Found in: ACM SIGGRAPH 2006 Papers (SIGGRAPH '06)
By Jessica K. Hodgins, Sang Il Park
Issue Date:July 2006
pp. 47-es
During dynamic activities, the surface of the human body moves in many subtle but visually significant ways: bending, bulging, jiggling, and stretching. We present a technique for capturing and animating those motions using a commercial motion capture syst...
     
Capturing and animating skin deformation in human motion: Copyright restrictions prevent ACM from providing the full text for this work.
Found in: Material presented at the ACM SIGGRAPH 2006 conference (SIGGRAPH '06)
By Jessica K. Hodgins, Sang Il Park
Issue Date:July 2006
pp. 47-es
During dynamic activities, the surface of the human body moves in many subtle but visually significant ways: bending, bulging, jiggling, and stretching. We present a technique for capturing and animating those motions using a commercial motion capture syst...
     
Synthesizing animations of human manipulation tasks
Found in: ACM Transactions on Graphics (TOG)
By James J. Kuffner, Jessica K. Hodgins, Katsu Yamane
Issue Date:August 2004
pp. 532-539
Even such simple tasks as placing a box on a shelf are difficult to animate, because the animator must carefully position the character to satisfy geometric and balance constraints while creating motion to perform the task with a natural-looking style. In ...
     
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
Found in: ACM Transactions on Graphics (TOG)
By Alla Safonova, Jessica K. Hodgins, Nancy S. Pollard
Issue Date:August 2004
pp. 514-521
Optimization is an appealing way to compute the motion of an animated character because it allows the user to specify the desired motion in a sparse, intuitive way. The difficulty of solving this problem for complex characters such as humans is due in part...
     
Interactive control of avatars animated with human motion data
Found in: Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02)
By Jehee Lee, Jessica K. Hodgins, Jinxiang Chai, Nancy S. Pollard, Paul S. A. Reitsma
Issue Date:July 2002
pp. 581
Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and...
     
Graphical modeling and animation of ductile fracture
Found in: Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02)
By Adam W. Bargteil, James F. O'Brien, Jessica K. Hodgins
Issue Date:July 2002
pp. 581
In this paper, we describe a method for realistically animating ductile fracture in common solid materials such as plastics and metals. The effects that characterize ductile fracture occur due to interaction between plastic yielding and the fracture proces...
     
Motion capture-driven simulations that hit and react
Found in: Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation (SCA '02)
By Jessica K. Hodgins, Victor Brian Zordan
Issue Date:July 2002
pp. 89-96
Controllable, reactive human motion is essential in many video games and training environments. Characters in these applications often perform tasks based on modified motion data, but response to unpredicted events is also important in order to maintain re...
     
Simulation level of detail for multiagent control
Found in: Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1 (AAMAS '02)
By David C. Brogan, Jessica K. Hodgins
Issue Date:July 2002
pp. 199-206
Many classes of applications require multiagent navigation control algorithms to specify the movements and actions of heterogeneous groups containing thousands of characters. The scale and complexity of these interacting character groups require navigation...
     
Tracking and modifying human motion with dynamic simulation
Found in: ACM SIGGRAPH 99 Conference abstracts and applications (SIGGRAPH '99)
By Jessica K. Hodgins, Victor B. Zordan
Issue Date:August 1999
pp. 280
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
Transitions between dynamically simulated motions: leaping, tumbling, landing, and balancing
Found in: ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97 (SIGGRAPH '97)
By Jessica K. Hodgins, Wayne L. Wooten
Issue Date:August 1997
pp. 217
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
Dynamically simulated characters in virtual environments
Found in: ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97 (SIGGRAPH '97)
By David C. Brogan, Jessica K. Hodgins, Ronald A. Metoyer
Issue Date:August 1997
pp. 216
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
Combining active and passive simulations for secondary motion
Found in: ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97 (SIGGRAPH '97)
By James F. O'Brien, Jessica K. Hodgins, Victor B. Zordan
Issue Date:August 1997
pp. 168
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
Animating human athletics
Found in: Proceedings of the 22nd annual conference on Computer graphics and interactive techniques (SIGGRAPH '95)
By David C. Brogan, James F. O'Brien, Jessica K. Hodgins, Wayne L. Wooten
Issue Date:September 1995
pp. 71-78
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
Animation of dynamic legged locomotion
Found in: Proceedings of the 18th annual conference on Computer graphics and interactive techniques (SIGGRAPH '91)
By Jessica K. Hodgins, Marc H. Raibert
Issue Date:July 1991
pp. 243-252
We describe a fast method for creating physically based animationof non-rigid objects. Rapid simulation of non- rigid behavior isbased on global deformations. Con- straints are used to connectnon-rigid pieces to each other, forming complex models. Constrai...
     
Interactive control of avatars animated with human motion data
Found in: ACM Transactions on Graphics (TOG)
By Jehee Lee, Jessica K. Hodgins, Jinxiang Chai, Nancy S. Pollard, Paul S. A. Reitsma
Issue Date:January 1991
pp. 230-230
Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and...
     
Graphical modeling and animation of ductile fracture
Found in: ACM Transactions on Graphics (TOG)
By Adam W. Bargteil, James F. O'Brien, Jessica K. Hodgins
Issue Date:January 1991
pp. 230-230
In this paper, we describe a method for realistically animating ductile fracture in common solid materials such as plastics and metals. The effects that characterize ductile fracture occur due to interaction between plastic yielding and the fracture proces...
     
Animating fracture
Found in: Communications of the ACM
By James F. O'Brien, Jessica K. Hodgins
Issue Date:January 1988
pp. 68-75
The online Risks Forum has long been a hotbed for discussions of the relative merits of openness relating to the dissemination of knowledge about security vulnerabilities. The debate has now been rekindled, and is summarized here.
     
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