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Doug L. James

Researcher at Stanford University

Publications -  73
Citations -  6055

Doug L. James is an academic researcher from Stanford University. The author has contributed to research in topics: Rendering (computer graphics) & Computer animation. The author has an hindex of 37, co-authored 73 publications receiving 5646 citations. Previous affiliations of Doug L. James include Carnegie Mellon University & Cornell University.

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Proceedings ArticleDOI

ArtDefo: accurate real time deformable objects

TL;DR: An algorithm for fast, physically accurate simulation of deformable objects suitable for real time animation and virtual environment interaction and how to exploit the coherence of typical interactions to achieve low latency is presented.
Journal ArticleDOI

Real-Time subspace integration for St. Venant-Kirchhoff deformable models

TL;DR: An approach for fast subspace integration of reduced-coordinate nonlinear deformable models that is suitable for interactive applications in computer graphics and haptics, and presents two useful approaches for generating low-dimensional subspace bases: modal derivatives and an interactive sketching technique.
Journal ArticleDOI

Skinning mesh animations

TL;DR: An automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudo-articulated motions, is provided, which includes the use of nonparametric mean shift clustering of high-dimensional mesh rotation sequences to automatically identify statistically relevant bones, and robust least squares methods to determine bone transformations.
Proceedings ArticleDOI

EigenSkin: real time large deformation character skinning in hardware

TL;DR: A technique which allows subtle nonlinear quasi-static deformations of articulated characters to be compactly approximated by data-dependent eigenbases which are optimized for real time rendering on commodity graphics hardware is presented.
Proceedings ArticleDOI

DyRT: dynamic response textures for real time deformation simulation with graphics hardware

TL;DR: This paper describes how to simulate geometrically complex, interactive, physically-based, volumetric, dynamic deformation models with negligible main CPU costs using a Dynamic Response Texture that can be mapped onto any conventional animation as an optional rendering stage using commodity graphics hardware.