scispace - formally typeset
Proceedings ArticleDOI

Scanning physical interaction behavior of 3D objects

TLDR
A system for constructing computer models of several aspects of physical interaction behavior, by scanning the response of real objects, using a highly automated robotic facility that can scan behavior models of whole objects.
Abstract
We describe a system for constructing computer models of several aspects of physical interaction behavior, by scanning the response of real objects. The behaviors we can successfully scan and model include deformation response, contact textures for interaction with force-feedback, and contact sounds. The system we describe uses a highly automated robotic facility that can scan behavior models of whole objects. We provide a comprehensive view of the modeling process, including selection of model structure, measurement, estimation, and rendering at interactive rates. The results are demonstrated with two examples: a soft stuffed toy which has significant deformation behavior, and a hard clay pot which has significant contact textures and sounds. The results described here make it possible to quickly construct physical interaction models of objects for applications in games, animation, and e-commerce.

read more

Content maybe subject to copyright    Report

Citations
More filters
Journal ArticleDOI

Example-guided physically based modal sound synthesis

TL;DR: A novel method using prerecorded audio clips to estimate material parameters that capture the inherent quality of recorded sounding materials and compensates for the differences between the real-world recording and sound synthesized using solely linear modal synthesis models to create the final synthesized audio.
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

FoleyAutomatic: physically-based sound effects for interactive simulation and animation

TL;DR: Algorithms for real-time synthesis of realistic sound effects for interactive simulations (e.g., games) and animation are described that are efficient, physically-based, and can be controlled by users in natural ways.
Journal ArticleDOI

Design and fabrication of materials with desired deformation behavior

TL;DR: This paper introduces an optimization process that finds the best combination of stacked layers that meets a user's criteria specified by example deformations and employs a number of strategies to prune poor solutions from the combinatorial search space.
Journal ArticleDOI

Manipulator and object tracking for in-hand 3D object modeling

TL;DR: The approach integrates both shape and appearance information into an articulated Iterative Closest Point approach to track the robot’s manipulator and the object and provides very good 3D models even when the object is highly symmetric and lacks visual features and the manipulator motion is noisy.
References
More filters
Journal ArticleDOI

Least Median of Squares Regression

TL;DR: In this paper, the median of the squared residuals is used to resist the effect of nearly 50% of contamination in the data in the special case of simple least square regression, which corresponds to finding the narrowest strip covering half of the observations.
Proceedings ArticleDOI

Surface simplification using quadric error metrics

TL;DR: This work has developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models, and which also supports non-manifold surface models.
Proceedings ArticleDOI

A volumetric method for building complex models from range images

TL;DR: This paper presents a volumetric method for integrating range images that is able to integrate a large number of range images yielding seamless, high-detail models of up to 2.6 million triangles.
Proceedings ArticleDOI

Modeling and rendering architecture from photographs: a hybrid geometry- and image-based approach

TL;DR: This work presents a new approach for modeling and rendering existing architectural scenes from a sparse set of still photographs, which combines both geometry-based and imagebased techniques, and presents view-dependent texture mapping, a method of compositing multiple views of a scene that better simulates geometric detail on basic models.
Proceedings ArticleDOI

Elastically deformable models

TL;DR: The description of shape and the description of motion are unified and differential equations that model the behavior of non-rigid curves, surfaces, and solids as a function of time are constructed.