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Real-Time Simulation of Thin Shells (Min Gyu
Choi, Seung Yong Woo, and Hyeong-Seok Ko), Eurographics 2007.
This paper proposes a real-time simulation technique for thin shells
undergoing large deformation. Shells are thin objects such as leaves
and papers that can be abstracted as 2D structures. Development of a
satisfactory physical model that runs in real-time but produces
visually convincing animation of thin shells has been remaining a
challenge in computer graphics. Rather than resorting to shell
theory which involves the most complex formulations in continuum
mechanics, we adopt the energy functions from the discrete shells
proposed by Grinspun et al. [GHDS03]. For real-time integration of
the governing equation, we develop a modal warping technique for
shells. This new simulation framework results from making extensions
to the original modal warping technique [CK05] which was developed
for the simulation of 3D solids. We report experimental results,
which show that the proposed method runs in real-time even for large
meshes, and that it can simulate large bending and/or twisting
deformations with acceptable realism. Supplementary video:
shells.mov (62MB, Quicktime)
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Image Dequantization:
Restoration of Quantized Colors (Tae-hoon Kim, Jongwoo Ahn, and
Min Gyu Choi), Eurographics 2007.
Color quantization
replaces the color of each pixel with the closest representative
color, and thus it makes the resulting image partitioned into
uniformly-colored regions. As a consequence, continuous, detailed
variations of color over the corresponding regions in the original
image are lost through color quantization. In this paper, we present
a novel blind scheme for restoring such variations from a
color-quantized input image without a priori knowledge of the
quantization method. Our scheme identifies which pairs of
uniformly-colored regions in the input image should have continuous
variations of color in the resulting image. Then, such regions are
seamlessly stitched through optimization while preserving the
closest representative colors. The user can optionally indicate
which regions should be separated or stitched by scribbling
constraint brushes across the regions. We demonstrate the
effectiveness of our approach through diverse examples, such as
photographs, cartoons, and artistic illustrations. Supplementary material:
supplement.pdf
(4MB)
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Video-Guided Motion
Synthesis using Example Motions (Min Je Park, Min Gyu Choi,
Yoshihisa Shinagawa, and Sung Yong Shin), ACM
Transactions on Graphics 2006. Video taken from a single monocular
camera is the
most
common means of recording human motion. In this article, we present
a practical, semiautomatic method for synthesizing a human motion
that is guided by such video. After preprocessing an input video, we
select a precaptured motion clip called a reference motion from a
motion library. We then compute the sequence of body
configurations of a virtual character by deforming this motion,
according to spacetime constraints derived from a sequence of 2D
features in the input video. Experimental results show that our
method can synthesize highly dynamic motions, such as kicking and
header motions of soccer players. We also showed the potential of
our scheme as a new paradigm for motion capture, that is, capturing
motions from videos taken with a monocular camera, even outside a
motion capture studio. Supplementary video:
synthesis.avi
(20MB, with voice, DivX)
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Simulating Complex Hair with Robust
Collision Handling (Byoungwon Choe, Min Gyu Choi, and Hyeong-Seok Ko),
ACM SIGGRAPH/Eurographics
Symposium on Computer Animation 2005. We present a new
framework
for simulating
dynamic movements of complex hairstyles. Assuming that hair consists of
a number of wisps, we propose methods for simulating dynamic wisp
movements and handling wisp–body collisions and wisp–wisp interactions.
For simulation of wisps, we introduce a new hair dynamics model, a
hybrid of the rigid multi–body serial chain and mass–spring models, to
formulate the simulation system using an implicit integration method.
Consequently, the simulator can impose collision/contact constraints
systematically, so that it can handle wisp–body collisions efficiently
without the need for backtracking or taking sub–timesteps. In
addition, the simulator handles wisp–wisp collisions based on the
impulse while taking account of viscous damping and cohesive forces.
Experimental results show that the proposed technique can stably
simulate hair with intricate geometries while robustly handling
wisp–body collisions and wisp–wisp interactions. Supplementary video:
hair.mov (44MB, with voice, Quicktime)
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Modal
Warping: Real-Time Simulation of Large Rotational Deformation and
Manipulation (Min Gyu Choi and Hyeong-Seok Ko),
IEEE Transactions on Visualization and
Computer Graphics 2005. This paper proposes a real-time
simulation technique for large deformations. Green's nonlinear strain tensor
accurately models large deformations; however, time stepping of the
resulting nonlinear system can be computationally expensive. Modal analysis
based on a linear strain tensor has been shown to be suitable for real-time
simulation, but is accurate only for moderately small deformations. In the
present work, we identify the rotational component of an infinitesimal
deformation, and extend linear modal analysis to track that component. We
then develop a procedure to integrate the small rotations occurring at the
nodal points. An interesting feature of our formulation is that it can
implement both position and orientation constraints in a straightforward
manner. These constraints can be used to interactively manipulate the shape
of a deformable solid by dragging/twisting a set of nodes. Experiments show
that the proposed technique runs in real-time even for a complex model, and
that it can simulate large bending and/or twisting deformations with
acceptable realism. Supplementary video:
warping.mov (48MB, with
voice, Quicktime)
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Planning Biped Locomotion
using Motion Capture Data and Probabilistic Roadmaps (Min Gyu Choi, Jehee
Lee, and Sung Yong Shin),
ACM
Transactions on Graphics 2003. Typical high-level
directives for locomotion of human-like characters are useful for
interactive games and simulations as well as for off-line production
animation. In this paper, we present a new scheme for planning
natural-looking locomotion of a biped figure to facilitate rapid motion
prototyping and task-level motion generation. Given start and goal positions
in a virtual environment, our scheme gives a sequence of motions to move
from the start to the goal using a set of live-captured motion clips. Based
on a novel combination of probabilistic path planning and hierarchical
displacement mapping, our scheme consists of three parts: roadmap
construction, roadmap search, and motion generation. We randomly sample a
set of valid footholds of the biped figure from the environment to construct
a directed graph, called a roadmap, that guides the locomotion of the
figure. Every edge of the roadmap is associated with a live-captured motion
clip. Augmenting the roadmap with a posture transition graph, we traverse it
to obtain the sequence of input motion clips and that of target footprints.
We finally adapt the motion sequence to the constraints specified by the
footprint sequence to generate a desired locomotion. Supplementary
video: planning.avi (64.6MB,
with voice, DivX5.02)
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Human Motion
Reconstruction from Inter-frame Feature Correspondences of a Single Video
Stream using a Motion Library (Min Je Park, Min Gyu Choi, and Sung
Yong Shin), ACM SIGGRAPH Symposium on Computer A nimation 2002.
Videos taken from a single camera are a most common source of human
motions. In
this paper, we present a novel method to reconstruct the motion of a
human-like figure from inter-frame feature correspondences of a single
video stream. We exploit a motion library to resolve the depth ambiguity
in recovering the 3D configurations from 2D features. Our reconstruction
method takes three major steps: timewarping to align the reference
motion with that in the video, reconstructing the joint orientations,
and estimating the root trajectory. Experimental results show that our
approach can reconstruct highly dynamic motions such as shooting of
soccer players, which would be hard to do, otherwise. Supplementary video:
reconstruction.avi
(54.9MB, with voice, DivX5.02)
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