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    <title>OBJF Published Papers</title>
    <link>https://objf.ai/publications.html</link>
    <description>Academic publications by James F. O'Brien.</description>
    <lastBuildDate>Sat, 11 Jul 2026 03:02:00 GMT</lastBuildDate>
    <item>
      <title>Robo-Saber: Generating and Simulating Virtual Reality Players</title>
      <link>https://objf.ai/papers/Kim-RSG-2026-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kim-RSG-2026-05/</guid>
      <pubDate>Fri, 01 May 2026 00:00:00 GMT</pubDate>
      <description>We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in-game object arrangements, guided by style exemplars and aligned to maximize simulated.</description>
    </item>
    <item>
      <title>Effect of Data Degradation on Motion Re-Identification</title>
      <link>https://objf.ai/papers/Nair-EDD-2024-06/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Nair-EDD-2024-06/</guid>
      <pubDate>Sat, 01 Jun 2024 00:00:00 GMT</pubDate>
      <description>The use of virtual and augmented reality devices is increasing, but these sensor-rich devices pose risks to privacy. The ability to track a user’s motion and infer the identity or characteristics of the user poses a privacy risk that has received significant.</description>
    </item>
    <item>
      <title>Effect of Duration and Delay on the Identifiability of VR Motion</title>
      <link>https://objf.ai/papers/Miller-EDD-2024-06/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Miller-EDD-2024-06/</guid>
      <pubDate>Sat, 01 Jun 2024 00:00:00 GMT</pubDate>
      <description>Social virtual reality is an emerging medium of communication. In this medium, a user&#x27;s avatar (virtual representation) is controlled by the tracked motion of the user&#x27;s headset and hand controllers. This tracked motion is a rich data stream that can leak.</description>
    </item>
    <item>
      <title>Inferring Private Personal Attributes of Virtual Reality Users from Ecologically Valid Head and Hand Motion Data</title>
      <link>https://objf.ai/papers/Nair-IPP-2024-03/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Nair-IPP-2024-03/</guid>
      <pubDate>Fri, 01 Mar 2024 00:00:00 GMT</pubDate>
      <description>Motion tracking “telemetry” data lies at the core of nearly all modern virtual reality (VR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to uniquely identify VR.</description>
    </item>
    <item>
      <title>Deep Motion Masking for Secure, Usable, and Scalable Real-Time Anonymization of Ecological Virtual Reality Motion Data</title>
      <link>https://objf.ai/papers/Nair-DMM-2024-03/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Nair-DMM-2024-03/</guid>
      <pubDate>Fri, 01 Mar 2024 00:00:00 GMT</pubDate>
      <description>Virtual reality (VR) and “metaverse” systems have recently seen a resurgence in interest and investment as major technology companies continue to enter the space. However, recent studies have demonstrated that the motion tracking “telemetry” data used by.</description>
    </item>
    <item>
      <title>Berkeley Open Extended Reality Recordings 2023 (BOXRR-23): 4.7 Million Motion Capture Recordings from 105,000 XR Users</title>
      <link>https://objf.ai/papers/Nair-BOX-2024-03/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Nair-BOX-2024-03/</guid>
      <pubDate>Fri, 01 Mar 2024 00:00:00 GMT</pubDate>
      <description>Extended reality (XR) devices such as the Meta Quest and Apple Vision Pro have seen a recent surge in attention, with motion tracking &quot;telemetry&quot; data lying at the core of nearly all XR and metaverse experiences. Researchers are just beginning to understand.</description>
    </item>
    <item>
      <title>Truth in Motion: The Unprecedented Risks and Opportunities of Extended Reality Motion Data</title>
      <link>https://objf.ai/papers/Nair-TIM-2024-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Nair-TIM-2024-05/</guid>
      <pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate>
      <description>Motion tracking “telemetry” data lies at the core of nearly all modern extended reality (XR) and metaverse experiences. While generally presumed innocuous, recent studies have demonstrated that motion data actually has the potential to profile and.</description>
    </item>
    <item>
      <title>Unique Identification of 50,000+ Virtual Reality Users from Head and Hand Motion Data</title>
      <link>https://objf.ai/papers/Nair-UI5-2023-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Nair-UI5-2023-08/</guid>
      <pubDate>Tue, 01 Aug 2023 00:00:00 GMT</pubDate>
      <description>With the recent explosive growth of interest and investment in virtual reality (VR) and the “metaverse,” public attention has rightly shifted toward the unique security and privacy threats that these platforms may pose. While it has long been known that.</description>
    </item>
    <item>
      <title>Exploring the Privacy Risks of Adversarial VR Game Design</title>
      <link>https://objf.ai/papers/Nair-EPR-2023-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Nair-EPR-2023-07/</guid>
      <pubDate>Sat, 01 Jul 2023 00:00:00 GMT</pubDate>
      <description>Thirty study participants playtested an innocent-looking &quot;escape room&quot; game in virtual reality (VR). Behind the scenes, an adversarial program had accurately inferred over 25 personal data attributes, from anthropometrics like height and wingspan to.</description>
    </item>
    <item>
      <title>KBody: Towards general, robust, and aligned monocular whole-body estimation</title>
      <link>https://objf.ai/papers/Zioulis-KBT-2023-06/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Zioulis-KBT-2023-06/</guid>
      <pubDate>Thu, 01 Jun 2023 00:00:00 GMT</pubDate>
      <description>KBody is a method for fitting a low-dimensional body model to an image. It follows a predict-and-optimize approach, relying on data-driven model estimates for the constraints that will be used to solve for the body&#x27;s parameters. Acknowledging the importance.</description>
    </item>
    <item>
      <title>KBody: Balanced monocular whole-body estimation</title>
      <link>https://objf.ai/papers/Zioulis-KBB-2023-06/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Zioulis-KBB-2023-06/</guid>
      <pubDate>Thu, 01 Jun 2023 00:00:00 GMT</pubDate>
      <description>KBody is a method for fitting a low-dimensional body model to an image. It follows a predict-and-optimize approach, relying on data-driven model estimates for the constraints that will be used to solve for the body&#x27;s parameters. Compared to other approaches.</description>
    </item>
    <item>
      <title>Results of the 2023 Census of Beat Saber Users: Virtual Reality Gaming Population Insights and Factors Affecting Virtual Reality E-Sports Performance</title>
      <link>https://objf.ai/papers/Nair-ROT-2023-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Nair-ROT-2023-05/</guid>
      <pubDate>Mon, 01 May 2023 00:00:00 GMT</pubDate>
      <description>The emergence of affordable standalone virtual reality (VR) devices has allowed VR technology to reach mass-market adoption in recent years, driven primarily by the popularity of VR gaming applications such as Beat Saber. However, despite being the.</description>
    </item>
    <item>
      <title>Monocular Facial Performance Capture Via Deep Expression Matching</title>
      <link>https://objf.ai/papers/Bailey-MFP-2022-09/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Bailey-MFP-2022-09/</guid>
      <pubDate>Thu, 01 Sep 2022 00:00:00 GMT</pubDate>
      <description>Facial performance capture is the process of automatically animating a digital face according to a captured performance of an actor. Recent developments in this area have focused on high-quality results using expensive head-scanning equipment and camera.</description>
    </item>
    <item>
      <title>This photograph has been altered: Testing the effectiveness of image forensic labeling on news image credibility</title>
      <link>https://objf.ai/papers/Shen-TPA-2021-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Shen-TPA-2021-05/</guid>
      <pubDate>Sat, 01 May 2021 00:00:00 GMT</pubDate>
      <description>Despite the ubiquity of images and videos in online news environments, much of the existing research on misinformation and its correction is solely focused on textual misinformation, and little is known about how ordinary users evaluate fake or manipulated.</description>
    </item>
    <item>
      <title>Fast and Deep Facial Deformations</title>
      <link>https://objf.ai/papers/Bailey-FDF-2020-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Bailey-FDF-2020-07/</guid>
      <pubDate>Sat, 01 Aug 2020 00:00:00 GMT</pubDate>
      <description>Film-quality characters typically display highly complex and expressive facial deformation. The underlying rigs used to animate the deformations of a character’s face are often computationally expensive, requiring high-end hardware to deform the mesh at.</description>
    </item>
    <item>
      <title>Fake images: The effects of source, intermediary, and digital media literacy on contextual assessment of imag credibility online</title>
      <link>https://objf.ai/papers/Shen-FIT-2019-02/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Shen-FIT-2019-02/</guid>
      <pubDate>Fri, 01 Feb 2019 00:00:00 GMT</pubDate>
      <description>Fake or manipulated images propagated through the Web and social media have the capacity to deceive, emotionally distress, and influence public opinions and actions. Yet few studies have examined how individuals evaluate the authenticity of images that.</description>
    </item>
    <item>
      <title>Fast and Deep Deformation Approximations</title>
      <link>https://objf.ai/papers/Bailey-FDD-2018-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Bailey-FDD-2018-08/</guid>
      <pubDate>Wed, 01 Aug 2018 00:00:00 GMT</pubDate>
      <description>Character rigs are procedural systems that compute the shape of an animated character for a given pose. They can be highly complex and must account for bulges, wrinkles, and other aspects of a character&#x27;s appearance. When comparing film-quality character.</description>
    </item>
    <item>
      <title>Approximate {svBRDF} Estimation From Mobile Phone Video</title>
      <link>https://objf.ai/papers/Albert-ASV-2018-06/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Albert-ASV-2018-06/</guid>
      <pubDate>Fri, 01 Jun 2018 00:00:00 GMT</pubDate>
      <description>We describe a new technique for obtaining a spatially varying BRDF (svBRDF) of a flat object using printed fiducial markers and a cell phone capable of continuous flash video. Our homography-based video frame alignment method does not require the fiducial.</description>
    </item>
    <item>
      <title>Seeing Is Believing: How People Fail to Identify Fake Images on the Web</title>
      <link>https://objf.ai/papers/Kasra-SIB-2018-04/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kasra-SIB-2018-04/</guid>
      <pubDate>Sun, 01 Apr 2018 00:00:00 GMT</pubDate>
      <description>The growing ease with which digital images can be convincingly manipulated and widely distributed on the Internet makes viewers increasingly susceptible to visual misinformation and deception. In situations where ill-intentioned individuals seek to.</description>
    </item>
    <item>
      <title>Simulation of Subseismic Joint and Fault Networks Using a Heuristic Mechanical Model</title>
      <link>https://objf.ai/papers/Gillespie-SSJ-2017-04/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Gillespie-SSJ-2017-04/</guid>
      <pubDate>Sat, 01 Apr 2017 00:00:00 GMT</pubDate>
      <description>Flow simulations of fractured and faulted reservoirs require representation of subseismic structures about which subsurface data are limited. We describe a method for simulating fracture growth that is mechanically based but heuristic, allowing for realistic.</description>
    </item>
    <item>
      <title>Seeing Is Believing: Do People Fail to Identify Fake Images on the Web?</title>
      <link>https://objf.ai/papers/Kasra-SIB-2016-10/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kasra-SIB-2016-10/</guid>
      <pubDate>Sat, 01 Oct 2016 00:00:00 GMT</pubDate>
      <description>Images have historically been perceived as photographic proof of the depicted events. However, the growing ease with which digital images can be convincingly manipulated and then widely distributed on the Internet makes viewers increasingly susceptible to.</description>
    </item>
    <item>
      <title>Repurposing Hand Animation for Interactive Applications</title>
      <link>https://objf.ai/papers/Bailey-RHA-2016-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Bailey-RHA-2016-07/</guid>
      <pubDate>Fri, 01 Jul 2016 00:00:00 GMT</pubDate>
      <description>In this paper we describe a method for automatically animating interactive characters based on an existing corpus of key-framed hand-animation. The method learns separate low-dimensional embeddings for subsets of the hand-animation corresponding to different.</description>
    </item>
    <item>
      <title>Interactive Detailed Cutting of Thin Sheets</title>
      <link>https://objf.ai/papers/Manteaux-IDC-2015-11/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Manteaux-IDC-2015-11/</guid>
      <pubDate>Sun, 01 Nov 2015 00:00:00 GMT</pubDate>
      <description>In this paper we propose a method for the interactive detailed cutting of deformable thin sheets. Our method builds on the ability of frame-based simulation to solve for dynamics using very few control frames while embedding highly detailed geometry - here.</description>
    </item>
    <item>
      <title>View-Dependent Adaptive Cloth Simulation with Buckling Compensation</title>
      <link>https://objf.ai/papers/Koh-VDA-2015-10/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Koh-VDA-2015-10/</guid>
      <pubDate>Thu, 01 Oct 2015 00:00:00 GMT</pubDate>
      <description>This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for visibility and apparent size.</description>
    </item>
    <item>
      <title>Optimal Presentation of Imagery with Focus Cues on Multi-Plane Displays</title>
      <link>https://objf.ai/papers/Narain-OPI-2015-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Narain-OPI-2015-08/</guid>
      <pubDate>Sat, 01 Aug 2015 00:00:00 GMT</pubDate>
      <description>We present a technique for displaying three-dimensional imagery of general scenes with nearly correct focus cues on multi-plane displays. These displays present an additive combination of images at a discrete set of optical distances, allowing the viewer to.</description>
    </item>
    <item>
      <title>Resampling Adaptive Cloth Simulations onto Fixed-Topology Meshes</title>
      <link>https://objf.ai/papers/Brown-RAC-2015-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Brown-RAC-2015-08/</guid>
      <pubDate>Sat, 01 Aug 2015 00:00:00 GMT</pubDate>
      <description>We describe a method for converting an adaptively remeshed simulation of cloth into an animated mesh with fixed topology. The topology of the mesh may be specified by the user or computed automatically. In the latter case, we present a method for computing.</description>
    </item>
    <item>
      <title>Exposing Photo Manipulation from Shading and Shadows</title>
      <link>https://objf.ai/papers/Kee-EPM-2014-09/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kee-EPM-2014-09/</guid>
      <pubDate>Mon, 01 Sep 2014 00:00:00 GMT</pubDate>
      <description>We describe a method for detecting physical inconsistencies in lighting from the shading and shadows in an image. This method imposes a multitude of shading- and shadow-based constraints on the projected location of a distant point light source. The.</description>
    </item>
    <item>
      <title>Correct blur and accommodation information is a reliable cue to depth ordering.</title>
      <link>https://objf.ai/papers/Zannoli-CBA-2014-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Zannoli-CBA-2014-05/</guid>
      <pubDate>Fri, 01 Aug 2014 00:00:00 GMT</pubDate>
      <description>Marshall et al. (1996) showed that blur could in principle also be used to determine depth ordering of two surfaces across an occlusion boundary from the correlation between the boundaryâ€™s blur and the blur of the two surfaces. They tested this.</description>
    </item>
    <item>
      <title>The Perception of Surface Material from Disparity and Focus Cues</title>
      <link>https://objf.ai/papers/Banks-TPO-2014-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Banks-TPO-2014-05/</guid>
      <pubDate>Fri, 01 Aug 2014 00:00:00 GMT</pubDate>
      <description>The visual properties of surfaces reveal many things including a floor&#x27;s cleanliness and a car&#x27;s age. These judgments of material are based on the spread of light reflected from a surface. The bidirectional reflectance distribution function (BRDF) quantifies.</description>
    </item>
    <item>
      <title>Can 3D Shape be Estimated from Focus Cues Alone?</title>
      <link>https://objf.ai/papers/Albert-C3S-2014-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Albert-C3S-2014-05/</guid>
      <pubDate>Fri, 01 Aug 2014 00:00:00 GMT</pubDate>
      <description>Focus cues—blur and accommodation—have generally been regarded as very coarse, ordinal cues to depth. This assessment has been largely determined by the inability to display these cues correctly with conventional displays. For example, when a 3D shape is.</description>
    </item>
    <item>
      <title>Self-Refining Games using Player Analytics</title>
      <link>https://objf.ai/papers/Stanton-SRG-2014-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Stanton-SRG-2014-07/</guid>
      <pubDate>Tue, 01 Jul 2014 00:00:00 GMT</pubDate>
      <description>Data-driven simulation demands good training data drawn from a vast space of possible simulations. While fully sampling these large spaces is infeasible, we observe that in practical applications, such as gameplay, users explore only a vanishingly small.</description>
    </item>
    <item>
      <title>Adaptive Tearing and Cracking of Thin Sheets</title>
      <link>https://objf.ai/papers/Pfaff-ATC-2014-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Pfaff-ATC-2014-07/</guid>
      <pubDate>Tue, 01 Jul 2014 00:00:00 GMT</pubDate>
      <description>This paper presents a method for adaptive fracture propagation in thin sheets. A high-quality triangle mesh is dynamically restructured to adaptively maintain detail wherever it is required by the simulation. These requirements include refining where cracks.</description>
    </item>
    <item>
      <title>View-Dependent Adaptive Cloth Simulation</title>
      <link>https://objf.ai/papers/Koh-VDA-2014-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Koh-VDA-2014-07/</guid>
      <pubDate>Tue, 01 Jul 2014 00:00:00 GMT</pubDate>
      <description>This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for visibility and apparent size.</description>
    </item>
    <item>
      <title>Fast Simulation of Mass-Spring Systems</title>
      <link>https://objf.ai/papers/Liu-FSM-2013-11/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Liu-FSM-2013-11/</guid>
      <pubDate>Fri, 01 Nov 2013 00:00:00 GMT</pubDate>
      <description>We describe a scheme for time integration of mass-spring systems that makes use of a solver based on block coordinate descent. This scheme provides a fast solution for classical linear (Hookean) springs. We express the widely used implicit Euler method as an.</description>
    </item>
    <item>
      <title>Exposing Photo Manipulation with Inconsistent Shadows</title>
      <link>https://objf.ai/papers/Kee-EPM-2013-09/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kee-EPM-2013-09/</guid>
      <pubDate>Sun, 01 Sep 2013 00:00:00 GMT</pubDate>
      <description>We describe a geometric technique to detect physically inconsistent arrangements of shadows in an image. This technique combines multiple constraints from cast and attached shadows to constrain the projected location of a point light source. The consistency.</description>
    </item>
    <item>
      <title>Folding and Crumpling Adaptive Sheets</title>
      <link>https://objf.ai/papers/Narain-FCA-2013-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Narain-FCA-2013-07/</guid>
      <pubDate>Mon, 01 Jul 2013 00:00:00 GMT</pubDate>
      <description>We present a technique for simulating plastic deformation in sheets of thin materials, such as crumpled paper, dented metal, and wrinkled cloth. Our simulation uses a framework of adaptive mesh refinement to dynamically align mesh edges with folds and.</description>
    </item>
    <item>
      <title>Near-exhaustive Precomputation of Secondary Cloth Effects</title>
      <link>https://objf.ai/papers/Kim-NEP-2013-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kim-NEP-2013-07/</guid>
      <pubDate>Mon, 01 Jul 2013 00:00:00 GMT</pubDate>
      <description>The central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute &quot;everything&quot; about a complex space. In this paper, we challenge that assumption by using several thousand CPU-hours to.</description>
    </item>
    <item>
      <title>Simulating Liquids and Solid-Liquid Interactions with Lagrangian Meshes</title>
      <link>https://objf.ai/papers/Clausen-SLS-2013-04/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Clausen-SLS-2013-04/</guid>
      <pubDate>Mon, 01 Apr 2013 00:00:00 GMT</pubDate>
      <description>This paper describes a Lagrangian finite element method that simulates the behavior of liquids and solids in a unified framework. Local mesh improvement operations maintain a high-quality tetrahedral discretization even as the mesh is advected by fluid flow.</description>
    </item>
    <item>
      <title>Adaptive Anisotropic Remeshing for Cloth Simulation</title>
      <link>https://objf.ai/papers/Narain-AAR-2012-11/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Narain-AAR-2012-11/</guid>
      <pubDate>Thu, 01 Nov 2012 00:00:00 GMT</pubDate>
      <description>We present a technique for cloth simulation that dynamically refines and coarsens triangle meshes so that they automatically conform to the geometric and dynamic detail of the simulated cloth. Our technique produces anisotropic meshes that adapt to surface.</description>
    </item>
    <item>
      <title>Updated Sparse Cholesky Factors for Corotational Elastodynamics</title>
      <link>https://objf.ai/papers/Hecht-USC-2012-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Hecht-USC-2012-08/</guid>
      <pubDate>Mon, 01 Oct 2012 00:00:00 GMT</pubDate>
      <description>We present warp-canceling corotation, a nonlinear finite element formulation for elastodynamic simulation that achieves fast performance by making only partial or delayed changes to the simulation’s linearized system matrices. Coupled with an algorithm for.</description>
    </item>
    <item>
      <title>Exposing Digital Forgeries in Ballistic Motion</title>
      <link>https://objf.ai/papers/Conotter-EDF-2012-02/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Conotter-EDF-2012-02/</guid>
      <pubDate>Wed, 01 Feb 2012 00:00:00 GMT</pubDate>
      <description>We describe a geometric technique to detect physically implausible trajectories of objects in video sequences. This technique explicitly models the three-dimensional ballistic motion of objects in free-flight and the two-dimensional projection of the.</description>
    </item>
    <item>
      <title>Exposing Photo Manipulation with Inconsistent Reflections</title>
      <link>https://objf.ai/papers/Obrien-EPM-2012-01/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Obrien-EPM-2012-01/</guid>
      <pubDate>Sun, 01 Jan 2012 00:00:00 GMT</pubDate>
      <description>The advent of sophisticated photo editing software has made it increasingly easier to manipulate digital images. Often visual inspection cannot definitively distinguish the resulting forgeries from authentic photographs. In response, forensic techniques have.</description>
    </item>
    <item>
      <title>Data-Driven Elastic Models for Cloth: Modeling and Measurement</title>
      <link>https://objf.ai/papers/Wang-DDE-2011-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Wang-DDE-2011-08/</guid>
      <pubDate>Fri, 01 Jul 2011 00:00:00 GMT</pubDate>
      <description>Cloth often has complicated nonlinear, anisotropic elastic behavior due to its woven pattern and fiber properties. However, most current cloth simulation techniques simply use linear and isotropic elastic models with manually selected stiffness parameters.</description>
    </item>
    <item>
      <title>Perceptually Based Tone Mapping for Low-Light Conditions</title>
      <link>https://objf.ai/papers/Kirk-PBT-2011-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kirk-PBT-2011-08/</guid>
      <pubDate>Fri, 01 Jul 2011 00:00:00 GMT</pubDate>
      <description>In this paper we present a perceptually based algorithm for modeling the color shift that occurs for human viewers in low-light scenes. Known as the Purkinje effect, this color shift occurs as the eye transitions from photopic, cone-mediated vision in.</description>
    </item>
    <item>
      <title>Modeling and Perception of Deformable One-Dimensional Objects</title>
      <link>https://objf.ai/papers/Javdani-MPD-2011-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Javdani-MPD-2011-05/</guid>
      <pubDate>Sun, 01 May 2011 00:00:00 GMT</pubDate>
      <description>Recent advances in the modeling of deformable one-dimensional objects (DOOs) such as surgical suture, rope, and hair show significant promise for improving the simulation, perception, and manipulation of such objects. An important application of these tasks.</description>
    </item>
    <item>
      <title>Bringing Clothing into Desired Configurations with Limited Perception</title>
      <link>https://objf.ai/papers/CusumanoTowner-BCD-2011-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/CusumanoTowner-BCD-2011-05/</guid>
      <pubDate>Sun, 01 May 2011 00:00:00 GMT</pubDate>
      <description>We consider the problem of autonomously bringing an article of clothing into a desired configuration using a general-purpose two-armed robot. We propose a hidden Markov model (HMM) for estimating the identity of the article and tracking the article&#x27;s.</description>
    </item>
    <item>
      <title>Multi-Resolution Isotropic Strain Limiting</title>
      <link>https://objf.ai/papers/Wang-MRI-2010-12/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Wang-MRI-2010-12/</guid>
      <pubDate>Wed, 01 Dec 2010 00:00:00 GMT</pubDate>
      <description>In this paper we describe a fast strain-limiting method that allows stiff, incompliant materials to be simulated efficiently. Unlike prior approaches, which act on springs or individual strain components, this method acts on the strain tensors in a.</description>
    </item>
    <item>
      <title>Dynamic Local Remeshing for Elastoplastic Simulation</title>
      <link>https://objf.ai/papers/Wicke-DLR-2010-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Wicke-DLR-2010-07/</guid>
      <pubDate>Thu, 01 Jul 2010 00:00:00 GMT</pubDate>
      <description>We propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially reshaped by plastic flow, fracture, or large elastic deformations. To.</description>
    </item>
    <item>
      <title>Example-Based Wrinkle Synthesis for Clothing Animation</title>
      <link>https://objf.ai/papers/Wang-EBW-2010-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Wang-EBW-2010-07/</guid>
      <pubDate>Thu, 01 Jul 2010 00:00:00 GMT</pubDate>
      <description>This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure&#x27;s body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous collision.</description>
    </item>
    <item>
      <title>Using Blur to Affect Perceived Distance and Size</title>
      <link>https://objf.ai/papers/Held-UBA-2010-03/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Held-UBA-2010-03/</guid>
      <pubDate>Mon, 01 Mar 2010 00:00:00 GMT</pubDate>
      <description>We present a probabilistic model of how viewers may use defocus blur in conjunction with other pictorial cues to estimate the absolute distances to objects in a scene. Our model explains how the pattern of blur in an image together with relative depth cues.</description>
    </item>
    <item>
      <title>Simulation of Needle Insertion and Tissue Deformation for Modeling Prostate Brachytherapy</title>
      <link>https://objf.ai/papers/Chentanez-SNI-2010-04/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Chentanez-SNI-2010-04/</guid>
      <pubDate>Fri, 01 Jan 2010 00:00:00 GMT</pubDate>
      <description>Realistic modeling of needle insertion during brachytherapy can be used for training and in automated planning to reduce errors between intended and actual placement of the needle tip. We have developed a three-dimensional tetrahedral finite element.</description>
    </item>
    <item>
      <title>Real-Time Deformation and Fracture in a Game Environment</title>
      <link>https://objf.ai/papers/Parker-RTD-2009-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Parker-RTD-2009-08/</guid>
      <pubDate>Sat, 01 Aug 2009 00:00:00 GMT</pubDate>
      <description>This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from.</description>
    </item>
    <item>
      <title>Interactive Simulation of Surgical Needle Insertion and Steering</title>
      <link>https://objf.ai/papers/Chentanez-ISN-2009-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Chentanez-ISN-2009-08/</guid>
      <pubDate>Sat, 01 Aug 2009 00:00:00 GMT</pubDate>
      <description>We present algorithms for simulating and visualizing the insertion and steering of needles through deformable tissues for surgical training and planning. Needle insertion is an essential component of many clinical procedures such as biopsies, injections.</description>
    </item>
    <item>
      <title>Refolding Planar Polygons</title>
      <link>https://objf.ai/papers/Iben-RPP-2009-04/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Iben-RPP-2009-04/</guid>
      <pubDate>Wed, 01 Apr 2009 00:00:00 GMT</pubDate>
      <description>This paper describes an algorithm for generating a guaranteed intersection-free interpolation sequence between any pair of compatible polygons. Our algorithm builds on prior results from linkage unfolding, and if desired it can ensure that every edge length.</description>
    </item>
    <item>
      <title>Generating Surface Crack Patterns</title>
      <link>https://objf.ai/papers/Iben-GSC-2009-11/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Iben-GSC-2009-11/</guid>
      <pubDate>Thu, 01 Jan 2009 00:00:00 GMT</pubDate>
      <description>We present a method for generating surface crack patterns that appear in materials such as mud, ceramic glaze, and glass. To model these phenomena, we build upon existing physically based methods. Our algorithm generates cracks from a stress field defined.</description>
    </item>
    <item>
      <title>Making Big Things Look Small: Blur combined with other depth cues affects perceived size and distance</title>
      <link>https://objf.ai/papers/Held-MBT-2008-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Held-MBT-2008-05/</guid>
      <pubDate>Thu, 01 May 2008 00:00:00 GMT</pubDate>
      <description>Blur is commonly considered a weak distance cue, but photographic techniques that manipulate blur cause significant and compelling changes in the perceived distance and size of objects. One such technique is &quot;tilt-shift miniaturization,&quot; in which a camera&#x27;s.</description>
    </item>
    <item>
      <title>Liquid Simulation on Lattice-Based Tetrahedral Meshes</title>
      <link>https://objf.ai/papers/Chentanez-LSL-2007-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Chentanez-LSL-2007-08/</guid>
      <pubDate>Wed, 01 Aug 2007 00:00:00 GMT</pubDate>
      <description>This paper describes a simulation method for animating the behavior of incompressible liquids with complex free surfaces. The region occupied by the liquid is discretized with a boundary-conforming tetrahedral mesh that grades from fine resolution near the.</description>
    </item>
    <item>
      <title>A Method for Cartoon-Style Rendering of Liquid Animations</title>
      <link>https://objf.ai/papers/Eden-AMF-2007-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Eden-AMF-2007-05/</guid>
      <pubDate>Tue, 01 May 2007 00:00:00 GMT</pubDate>
      <description>In this paper we present a visually compelling and informative cartoon rendering style for liquid animations. Our style is inspired by animations such as Futurama, The Little Mermaid, and Bambi . We take as input a liquid surface obtained from a.</description>
    </item>
    <item>
      <title>Optimization of HDR brachytherapy dose distributions using linear programming with penalty costs</title>
      <link>https://objf.ai/papers/Alterovitz-MPH-2006-11/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Alterovitz-MPH-2006-11/</guid>
      <pubDate>Wed, 01 Nov 2006 00:00:00 GMT</pubDate>
      <description>Prostate cancer is increasingly treated with high-dose-rate (HDR) brachytherapy, a type of radiotherapy in which a radioactive source is guided through catheters temporarily implanted in the prostate. Clinicians must set dwell times for the source inside the.</description>
    </item>
    <item>
      <title>Generating Surface Crack Patterns</title>
      <link>https://objf.ai/papers/Iben-GSC-2006-09/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Iben-GSC-2006-09/</guid>
      <pubDate>Fri, 01 Sep 2006 00:00:00 GMT</pubDate>
      <description>We present a method for generating surface crack patterns that appear in materials such as mud, ceramic glaze, and glass. To model these phenomena, we build upon existing physically based methods. Our algorithm generates cracks from a stress field defined.</description>
    </item>
    <item>
      <title>A Texture Synthesis Method for Liquid Animations</title>
      <link>https://objf.ai/papers/Bargteil-ATS-2006-09/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Bargteil-ATS-2006-09/</guid>
      <pubDate>Fri, 01 Sep 2006 00:00:00 GMT</pubDate>
      <description>In this paper we present a method for synthesizing textures on animated liquid surfaces generated by a physically based fluid simulation system. Rather than advecting texture coordinates on the surface, we synthesize a new texture for every frame. We.</description>
    </item>
    <item>
      <title>Fluid Animation with Dynamic Meshes</title>
      <link>https://objf.ai/papers/Klingner-FAD-2006-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Klingner-FAD-2006-08/</guid>
      <pubDate>Tue, 01 Aug 2006 00:00:00 GMT</pubDate>
      <description>This paper presents a method for animating fluid with unstructured tetrahedral meshes that change at each time step. Meshes that conform well to changing boundaries and that focus computation in the visually important parts of the domain can be generated.</description>
    </item>
    <item>
      <title>Simultaneous Coupling of Fluids and Deformable Bodies</title>
      <link>https://objf.ai/papers/Chentanez-SCP-2006-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Chentanez-SCP-2006-08/</guid>
      <pubDate>Tue, 01 Aug 2006 00:00:00 GMT</pubDate>
      <description>This paper presents a method for simulating the two-way interaction between fluids and deformable solids. The fluids are simulated using an incompressible Eulerian formulation where a linear pressure projection on the fluid velocities enforces mass.</description>
    </item>
    <item>
      <title>Simultaneous Coupling of Fluids and Deformable Bodies</title>
      <link>https://objf.ai/papers/Chentanez-SCP-2006-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Chentanez-SCP-2006-07/</guid>
      <pubDate>Sat, 01 Jul 2006 00:00:00 GMT</pubDate>
      <description>We describe a method for simultaneous two-way coupling of fluid and deformable bodies. The interaction between a fluid and deformable body can create complex and interesting motion that would be difficult to convincingly animate by hand.</description>
    </item>
    <item>
      <title>A Texture Synthesis Method for Liquid Animations</title>
      <link>https://objf.ai/papers/Bargteil-ATS-2006-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Bargteil-ATS-2006-08/</guid>
      <pubDate>Sat, 01 Jul 2006 00:00:00 GMT</pubDate>
      <description>In this sketch we present a method for synthesizing textures on animated liquid surfaces generated by a physically based fluid simulation system. Rather than advecting texture coordinates on the surface, we synthesize a new texture for every frame. We.</description>
    </item>
    <item>
      <title>Refolding Planar Polygons</title>
      <link>https://objf.ai/papers/Iben-RPP-2006-06/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Iben-RPP-2006-06/</guid>
      <pubDate>Thu, 01 Jun 2006 00:00:00 GMT</pubDate>
      <description>This paper describes an algorithm for generating a guaranteed-intersection-free interpolation sequence between any pair of compatible polygons. Our algorithm builds on prior results from linkage unfolding, and if desired it can ensure that every edge length.</description>
    </item>
    <item>
      <title>Computational Studies of Human Motion: Tracking and Motion Synthesis</title>
      <link>https://objf.ai/papers/Forsyth-CSH-2006-00/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Forsyth-CSH-2006-00/</guid>
      <pubDate>Sun, 01 Jan 2006 00:00:00 GMT</pubDate>
      <description>We review methods for kinematic tracking of the human body in video. The review is part of a projected book that is intended to cross-fertilize ideas about motion representation between the animation and computer vision communities. The review confines.</description>
    </item>
    <item>
      <title>A semi-Lagrangian contouring method for fluid simulation</title>
      <link>https://objf.ai/papers/Bargteil-ASL-2006-XX/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Bargteil-ASL-2006-XX/</guid>
      <pubDate>Sun, 01 Jan 2006 00:00:00 GMT</pubDate>
      <description>In this paper we present a semi-Lagrangian surface tracking method for use with fluid simulations. Our method maintains an explicit polygonal mesh that defines the surface, and an octree data structure that provides both a spatial index for the mesh and a.</description>
    </item>
    <item>
      <title>Animating Gases with Hybrid Meshes</title>
      <link>https://objf.ai/papers/Feldman-AGH-2005-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Feldman-AGH-2005-08/</guid>
      <pubDate>Mon, 01 Aug 2005 00:00:00 GMT</pubDate>
      <description>This paper presents a method for animating gases on unstructured tetrahedral meshes to efficiently model the interaction of the fluids with irregularly shaped obstacles. Because our discretization scheme parallels that of the standard staggered grid mesh we.</description>
    </item>
    <item>
      <title>Fluids in Deforming Meshes</title>
      <link>https://objf.ai/papers/Feldman-FDM-2005-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Feldman-FDM-2005-07/</guid>
      <pubDate>Fri, 01 Jul 2005 00:00:00 GMT</pubDate>
      <description>This paper describes a simple modification to an Eulerian fluid simulation that permits the underlying mesh to deform independent of the simulated fluid&#x27;s motion. The modification consists of a straightforward adaptation of the commonly used semi-Lagrangian.</description>
    </item>
    <item>
      <title>Pushing People Around</title>
      <link>https://objf.ai/papers/Arikan-PPA-2005-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Arikan-PPA-2005-07/</guid>
      <pubDate>Fri, 01 Jul 2005 00:00:00 GMT</pubDate>
      <description>We present an algorithm for animating characters being pushed by an external source such as a user or a game environment. We start with a collection of motions of a real person responding to being pushed. When a character is pushed, we synthesize new motions.</description>
    </item>
    <item>
      <title>Fast and Detailed Approximate Global Illumination by Irradiance Decomposition</title>
      <link>https://objf.ai/papers/Arikan-FAD-2005-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Arikan-FAD-2005-07/</guid>
      <pubDate>Fri, 01 Jul 2005 00:00:00 GMT</pubDate>
      <description>In this paper we present an approximate method for accelerated computation of the final gathering step in a global illumination algorithm. Our method operates by decomposing the radiance field close to surfaces into separate far- and near-field components.</description>
    </item>
    <item>
      <title>Skeletal Parameter Estimation from Optical Motion Capture Data</title>
      <link>https://objf.ai/papers/Kirk-SPE-2005-06/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kirk-SPE-2005-06/</guid>
      <pubDate>Wed, 01 Jun 2005 00:00:00 GMT</pubDate>
      <description>In this paper we present an algorithm for automatically estimating a subject’s skeletal structure from optical mo- tion capture data. Our algorithm consists of a series of steps that cluster markers into segment groups, determine the topological connectivity.</description>
    </item>
    <item>
      <title>A semi-Lagrangian contouring method for fluid simulation</title>
      <link>https://objf.ai/papers/Bargteil-ASL-2005-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Bargteil-ASL-2005-07/</guid>
      <pubDate>Sat, 01 Jan 2005 00:00:00 GMT</pubDate>
      <description>In this sketch we present a semi-Lagrangian surface tracking method for use with fluid simulations. Our method main- tains an explicit polygonal mesh that defines the surface, and an octree data structure that provides both a spatial index for the mesh and.</description>
    </item>
    <item>
      <title>Interpolating and Approximating Implicit Surfaces from Polygon Soup</title>
      <link>https://objf.ai/papers/Shen-IAI-2004-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Shen-IAI-2004-08/</guid>
      <pubDate>Sun, 01 Aug 2004 00:00:00 GMT</pubDate>
      <description>This paper describes a method for building interpolating or approximating implicit surfaces from polygonal data. The user can choose to generate a surface that exactly interpolates the polygons, or a surface that approximates the input by smoothing away.</description>
    </item>
    <item>
      <title>Skeletal Parameter Estimation from Optical Motion Capture Data</title>
      <link>https://objf.ai/papers/Kirk-SPE-2004-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kirk-SPE-2004-08/</guid>
      <pubDate>Sun, 01 Aug 2004 00:00:00 GMT</pubDate>
      <description>In this sketch we present an algorithm for automatically estimating a subject&#x27;s skeletal structure from optical motion capture data without using any a priori skeletal model. Our algorithm consists of a series of four steps that cluster markers into groups.</description>
    </item>
    <item>
      <title>Refolding Planar Polygons</title>
      <link>https://objf.ai/papers/Iben-RPP-2004-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Iben-RPP-2004-08/</guid>
      <pubDate>Sun, 01 Aug 2004 00:00:00 GMT</pubDate>
      <description>This sketch describes a guaranteed technique for generating intersection-free interpolation sequences between arbitrary, non-intersecting, planar polygons. The computational machinery that ensures against self intersection guides a user-supplied distance.</description>
    </item>
    <item>
      <title>Radiance Caching and Local Geometry Correction</title>
      <link>https://objf.ai/papers/Arikan-RCL-2004-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Arikan-RCL-2004-08/</guid>
      <pubDate>Sun, 01 Aug 2004 00:00:00 GMT</pubDate>
      <description>We present a final gather algorithm which splits the irradiance integral into two components. One component captures the incident radiance due to distant surfaces. This incident radiance due to far field illumination is represented as a spatially varying.</description>
    </item>
    <item>
      <title>Spectral Surface Reconstruction from Noisy Point Clouds</title>
      <link>https://objf.ai/papers/Kolluri-SSR-2004-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kolluri-SSR-2004-07/</guid>
      <pubDate>Thu, 01 Jul 2004 00:00:00 GMT</pubDate>
      <description>We introduce a noise-resistant algorithm for reconstructing a watertight surface from point cloud data. It forms a Delaunay tetrahedralization, then uses a variant of spectral graph partitioning to decide whether each tetrahedron is inside or outside the.</description>
    </item>
    <item>
      <title>An Energy-Driven Approach to Linkage Unfolding</title>
      <link>https://objf.ai/papers/Cantarella-AED-2004-06/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Cantarella-AED-2004-06/</guid>
      <pubDate>Tue, 01 Jun 2004 00:00:00 GMT</pubDate>
      <description>We present a new algorithm for unfolding planar polygonal linkages without self-intersection based on following the gradient flow of a &quot;repulsive&quot; energy function. This algorithm has several advantages over previous methods. (1) The output motion is.</description>
    </item>
    <item>
      <title>A Method for Animating Viscoelastic Fluids</title>
      <link>https://objf.ai/papers/Goktekin-AMF-2004-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Goktekin-AMF-2004-08/</guid>
      <pubDate>Thu, 01 Jan 2004 00:00:00 GMT</pubDate>
      <description>This paper describes a technique for animating the behavior of viscoelastic fluids, such as mucus, liquid soap, pudding, toothpaste, or clay, that exhibit a combination of both fluid and solid characteristics. The technique builds upon prior Eulerian methods.</description>
    </item>
    <item>
      <title>Animating Suspended Particle Explosions</title>
      <link>https://objf.ai/papers/Feldman-ASP-2003-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Feldman-ASP-2003-08/</guid>
      <pubDate>Fri, 01 Aug 2003 00:00:00 GMT</pubDate>
      <description>This paper describes a method for animating suspended particle explosions. Rather than modeling the numerically troublesome, and largely invisible blast wave, the method uses a relatively stable incompressible fluid model to account for the motion of air and.</description>
    </item>
    <item>
      <title>Motion Synthesis from Annotations</title>
      <link>https://objf.ai/papers/Arikan-MSF-2003-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Arikan-MSF-2003-08/</guid>
      <pubDate>Fri, 01 Aug 2003 00:00:00 GMT</pubDate>
      <description>This paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline with annotations --- like walk, run or jump --- from a vocabulary which is freely chosen by the.</description>
    </item>
    <item>
      <title>Spectral Watertight Surface Reconstruction</title>
      <link>https://objf.ai/papers/Kolluri-SWS-2003-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Kolluri-SWS-2003-07/</guid>
      <pubDate>Tue, 01 Jul 2003 00:00:00 GMT</pubDate>
      <description>We use spectral partitioning to reconstruct a watertight surface from point cloud data. This method is particularly effective for noisy and undersampled point sets with outliers, because decisions about the reconstructed surface are based on a global view of.</description>
    </item>
    <item>
      <title>Interactive Deformation Using Modal Analysis with Constraints</title>
      <link>https://objf.ai/papers/Hauser-IDU-2003-06/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Hauser-IDU-2003-06/</guid>
      <pubDate>Sun, 01 Jun 2003 00:00:00 GMT</pubDate>
      <description>Modal analysis provides a powerful tool for efficiently simulating the behavior of deformable objects. This paper shows how manipulation, collision, and other constraints may be implemented easily within a modal framework. Results are presented for several.</description>
    </item>
    <item>
      <title>An Energy-Driven Approach to Linkage Unfolding</title>
      <link>https://objf.ai/papers/Cantarella-AED-2002-11/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Cantarella-AED-2002-11/</guid>
      <pubDate>Fri, 01 Nov 2002 00:00:00 GMT</pubDate>
      <description>In this paper, we introduce a new energy-driven approach for straightening polygonal arcs and convexifying polygonal cycles without self-intersection based on following the gradient flow of a &quot;repulsive&quot; energy function.</description>
    </item>
    <item>
      <title>Modelling with Implicit Surfaces that Interpolate</title>
      <link>https://objf.ai/papers/Turk-MIS-2002-10/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Turk-MIS-2002-10/</guid>
      <pubDate>Tue, 01 Oct 2002 00:00:00 GMT</pubDate>
      <description>We introduce new techniques for modelling with interpolating implicit surfaces. This form of implicit surface was first used for problems of surface reconstruction and shape transformation, but the emphasis of our work is on model creation. These implicit.</description>
    </item>
    <item>
      <title>Graphical Modeling and Animation of Ductile Fracture</title>
      <link>https://objf.ai/papers/Obrien-GMA-2002-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Obrien-GMA-2002-08/</guid>
      <pubDate>Thu, 01 Aug 2002 00:00:00 GMT</pubDate>
      <description>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 process.</description>
    </item>
    <item>
      <title>Modal Analysis for Real-Time Viscoelastic Deformation</title>
      <link>https://objf.ai/papers/Shen-MAR-2002-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Shen-MAR-2002-07/</guid>
      <pubDate>Mon, 01 Jul 2002 00:00:00 GMT</pubDate>
      <description>This technical sketch describes how a standard analysis technique known as modal decomposition can be used for real-time model- ing of viscoelastic deformation. While most prior work on inter- active deformation has relied on geometrically simple models and.</description>
    </item>
    <item>
      <title>Synthesizing sounds from rigid-body simulations</title>
      <link>https://objf.ai/papers/Obrien-SSR-2002-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Obrien-SSR-2002-07/</guid>
      <pubDate>Mon, 01 Jul 2002 00:00:00 GMT</pubDate>
      <description>This paper describes a real-time technique for generating realistic and compelling sounds that correspond to the motions of rigid objects. By numerically precomputing the shape and frequencies of an object&#x27;s deformation modes, audio can be synthesized.</description>
    </item>
    <item>
      <title>Modeling the Accumulation of Wind-Driven Snow</title>
      <link>https://objf.ai/papers/Feldman-MAW-2002-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Feldman-MAW-2002-07/</guid>
      <pubDate>Mon, 01 Jul 2002 00:00:00 GMT</pubDate>
      <description>This technical sketch presents a method for modeling the appearance of snow drifts formed by the accumulation of wind-blown snow near buildings and other obstacles. Our method combines previous work on snow accumulation with techniques for incompressible.</description>
    </item>
    <item>
      <title>Image Based Rendering and Illumination Using Spherical Mosaics</title>
      <link>https://objf.ai/papers/Shen-IBR-2001-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Shen-IBR-2001-08/</guid>
      <pubDate>Wed, 01 Aug 2001 00:00:00 GMT</pubDate>
      <description>The work described here extends the concentric mosaic representation developed by Shum and He to spherical mosaics that allow the viewer greater freedom of movement. Additionally, by precomputing maps for diffuse and specular lighting terms, we use high.</description>
    </item>
    <item>
      <title>Synthesizing Sounds from Physically Based Motion</title>
      <link>https://objf.ai/papers/Obrien-SSF-2001-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Obrien-SSF-2001-08/</guid>
      <pubDate>Wed, 01 Aug 2001 00:00:00 GMT</pubDate>
      <description>The goal of this work is to develop techniques for approximating sounds that are generated by the motions of solid objects. Our methods builds on previous work in the field of physically based animation that use deformable models to simulate the behavior of.</description>
    </item>
    <item>
      <title>Implicit Surfaces that Interpolate</title>
      <link>https://objf.ai/papers/Turk-ISI-2001-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Turk-ISI-2001-05/</guid>
      <pubDate>Tue, 01 May 2001 00:00:00 GMT</pubDate>
      <description>Implicit surfaces are often created by summing a collection of radial basis functions. Recently, researchers have begun to create implicit surfaces that exactly interpolate a given set of points by solving a simple linear system to assign weights to each.</description>
    </item>
    <item>
      <title>Animating Explosions</title>
      <link>https://objf.ai/papers/Yngve-AEX-2000-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Yngve-AEX-2000-07/</guid>
      <pubDate>Tue, 01 Aug 2000 00:00:00 GMT</pubDate>
      <description>In this paper, we introduce techniques for animating explosions and their effects. The primary effect of an explosion is a disturbance that causes a shock wave to propagate through the surrounding medium. This disturbance determines the behavior of nearly.</description>
    </item>
    <item>
      <title>Animating Fracture</title>
      <link>https://objf.ai/papers/Obrien-AFX-2000-12/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Obrien-AFX-2000-12/</guid>
      <pubDate>Sat, 01 Jul 2000 00:00:00 GMT</pubDate>
      <description>We have developed a simulation technique that uses non-linear finite element analysis and elastic fracture mechanics to compute physically plausible motion for three-dimensional, solid objects as they break, crack, or tear. When these objects deform beyond.</description>
    </item>
    <item>
      <title>Automatic Joint Parameter Estimation from Magnetic Motion Capture Data</title>
      <link>https://objf.ai/papers/Obrien-AJP-2000-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Obrien-AJP-2000-05/</guid>
      <pubDate>Mon, 01 May 2000 00:00:00 GMT</pubDate>
      <description>This paper describes a technique for using magnetic motion capture data to determine the joint parameters of an articulated hierarchy. This technique makes it possible to determine limb lengths, joint locations, and sensor placement for a human subject.</description>
    </item>
    <item>
      <title>Combining Active and Passive Simulations for Secondary Motion</title>
      <link>https://objf.ai/papers/Obrien-CAP-2000-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Obrien-CAP-2000-08/</guid>
      <pubDate>Sat, 01 Jan 2000 00:00:00 GMT</pubDate>
      <description>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 &quot;secondary motion&quot; to refer to passive motions generated in response to the movements of.</description>
    </item>
    <item>
      <title>Shape Transformation Using Variational Implicit Functions</title>
      <link>https://objf.ai/papers/Turk-STU-1999-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Turk-STU-1999-08/</guid>
      <pubDate>Sun, 01 Aug 1999 00:00:00 GMT</pubDate>
      <description>Traditionally, shape transformation using implicit functions is performed in two distinct steps: 1) creating two implicit functions, and 2) interpolating between these two functions. We present a new shape transformation method that combines these two tasks.</description>
    </item>
    <item>
      <title>Graphical Modeling and Animation of Brittle Fracture</title>
      <link>https://objf.ai/papers/Obrien-GMA-1999-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Obrien-GMA-1999-08/</guid>
      <pubDate>Sun, 01 Aug 1999 00:00:00 GMT</pubDate>
      <description>In this paper, we augment existing techniques for simulating flexible objects to include models for crack initiation and propagation in three-dimensional volumes. By analyzing the stress tensors computed over a finite element model, the simulation determines.</description>
    </item>
    <item>
      <title>Animating Sand, Mud, and Snow</title>
      <link>https://objf.ai/papers/Sumner-ASM-1999-03/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Sumner-ASM-1999-03/</guid>
      <pubDate>Fri, 01 Jan 1999 00:00:00 GMT</pubDate>
      <description>Computer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most runners leave no footprints. In.</description>
    </item>
    <item>
      <title>Perception of Human Motion with Different Geometric Models</title>
      <link>https://objf.ai/papers/Hodgins-PHM-1998-12/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Hodgins-PHM-1998-12/</guid>
      <pubDate>Tue, 01 Dec 1998 00:00:00 GMT</pubDate>
      <description>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 results indicating that a viewer’s perception.</description>
    </item>
    <item>
      <title>Animating Sand, Mud, and Snow</title>
      <link>https://objf.ai/papers/Sumner-ASM-1998-06/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Sumner-ASM-1998-06/</guid>
      <pubDate>Mon, 01 Jun 1998 00:00:00 GMT</pubDate>
      <description>Computer animations often lack the subtle environmental changes that should occur due to the actions of the char- acters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most run- ners leave no footprints.</description>
    </item>
    <item>
      <title>Combining Active and Passive Simulations for Secondary Motion</title>
      <link>https://objf.ai/papers/Obrien-CAP-1997-07/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Obrien-CAP-1997-07/</guid>
      <pubDate>Tue, 01 Jul 1997 00:00:00 GMT</pubDate>
      <description>The secondary motion of passive objects in the scene is essential for appealing and natural-looking animated characters, but because of the difficulty of controlling the motion of the primary character, most research in computer animation has largely ignored.</description>
    </item>
    <item>
      <title>Do Geometric Models Affect Judgments of Human Motion?</title>
      <link>https://objf.ai/papers/Hodgins-DGM-1997-05/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Hodgins-DGM-1997-05/</guid>
      <pubDate>Thu, 01 May 1997 00:00:00 GMT</pubDate>
      <description>Human figures have been animated using a wide variety of geometric models including stick figures, polygonal models, and NURBS-based models with muscles, flexible skin, or clothing. This paper re- ports on experiments designed to ascertain whether a viewer’s.</description>
    </item>
    <item>
      <title>Animating Human Athletics</title>
      <link>https://objf.ai/papers/Hodgins-AHA-1995-08/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Hodgins-AHA-1995-08/</guid>
      <pubDate>Tue, 01 Aug 1995 00:00:00 GMT</pubDate>
      <description>This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to perform the.</description>
    </item>
    <item>
      <title>Dynamic Simulation of Splashing Fluids</title>
      <link>https://objf.ai/papers/Obrien-DSS-1995-04/</link>
      <guid isPermaLink="true">https://objf.ai/papers/Obrien-DSS-1995-04/</guid>
      <pubDate>Sat, 01 Apr 1995 00:00:00 GMT</pubDate>
      <description>In this paper we describe a method for modeling the dynamic behavior of splashing fluids. The model simulates the behavior of a fluid when objects impact or float on its surface. The forces generated by the objects create waves and splashes on the surface of.</description>
    </item>
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