An Artist Friendly Hair Shading System
This paper introduces a novel approach for creating an art-directable hair shading model from existing physically based models. Through an informal user study we show that this system is easier to use compared to existing systems. In practice, the new approach has been integrated into our production pipeline and is being used in the production of the upcoming feature film Tangled.
Iman Sadeghi – Heather Pritchett – Henrik Wann Jensen – Rasmus Tamstorf – 07/2010
Derek Nowrouzezahrai – Jared Johnson – Andrew Selle – Dylan Lacewell – Michael Kaschalk – Wojciech Jarosz – 08/2011
Asynchronous Contact Mechanics
The principled, faithful simulation of complex collisions for deformable objects, such as cloth and other flexible materials, remains an open, challenging, and important problem. We propose to place safety and correctness on an equal footing with progress. To overcome the fundamental opposition between these requirements, we turn to asynchronous integration, which integrates each geometric element of a discrete shape (e.g., the stretching resistance of cloth defined across a triangle) at its own pace, not in lockstep with the entire object.
David Harmon – Etienne Vouga – Breannan Smith – Rasmus Tamstorf – Eitan Grinspun – 04/2012
Efficient Elasticity for Character Skinning with Contact and Collisions
We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme on a hexahedral grid.
Aleka McAdams – Yongning Zhu – Andrew Selle – Mark Empey – Rasmus Tamstorf – Joseph Teran – Eftychios Sifakis – 08/2011
Interactive Collision Detection between Deformable Models using Chromatic Decomposition
We present a novel algorithm for accurately detecting all contacts, including self-collisions, between deformable models. We precompute a chromatic decomposition of a mesh into non-adjacent primitives using graph coloring algorithms. This enables us to check for collisions between non-adjacent primitives using a linear-time culling algorithm.
Naga K. Govindaraju – David Knott – Nitin Jain – Ilknur Kabul – Rasmus Tamstorf – Russell Gayle – Ming C. Lin – Dinesh Manocha – 08/2005
Interactive Lighting of Effects Using Point Clouds in “Bolt”
We explore the use of point cloud data to provide interactive lighting effects for an environment.
Dale Mayeda – 08/2009
Perceptually-Based Compensation of Light Pollution in Display Systems
This paper addresses the problem of unintended light contributions due to physical properties of display systems. We propose an automatic, perceptually-based computational compensation framework, which formulates pollution elimination as a minimization problem. Our method aims to distribute the error introduced by the pollution in a perceptually optimal manner.
Jeroen van Baar – Steven Poulakos – Wojciech Jarosz – Derek Nowrouzezahrai – Rasmus Tamstorf – Markus Gross – 08/2011
Reflections on Simultaneous Impact
We present a simple generalized impact model motivated by both the successes and pitfalls of two popular approaches: pair-wise propagation and linear complementarity models. Our algorithm is the first to satisfy all identified desiderata, including simultaneously guaranteeing symmetry preservation, kinetic energy conservation, and allowing break-away. Siggraph 2012 Paper
Breannan Smith – Danny M. Kaufman – Etienne Vouga – Rasmus Tamstorf – Eitan Grinspun – 08/2012
David Harmon – Etienne Vouga – Rasmus Tamstorf – Eitan Grinspun – 08/2008
Walt Disney Animation Studios – Technology Papers www.disneyanimation.com/technology/publications