Proceedings ArticleDOI
Scanning physical interaction behavior of 3D objects
Dinesh K. Pai,Kees van den Doel,Doug L. James,Jochen Lang,John E. Lloyd,Joshua L. Richmond,Som H. Yau +6 more
- pp 87-96
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
Citations
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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
Bernd Bickel,Moritz Bächer,Miguel A. Otaduy,Hyunho Lee,Hanspeter Pfister,Markus Gross,Wojciech Matusik +6 more
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.
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