Paul
G. Kry
Assistant Professor
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Contact
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School
of Computer Science,
McGill University
3480 University Street
McConnell
Engineering Building, Room 318
Montréal, QC,
H3A 2A7
Canada
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| office: |
MC113N |
| phone: |
+1
514 398 2577 |
| fax: |
+1 514 398 3883 |
| email: |
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Teaching
Current Courses
COMP 599 Winter 2010, Fundamentals of Computer Animation
Previous Courses
COMP 557 Fall 2009, Fundamentals of Computer Graphics
COMP 599 Winter 2009, Fundamentals of Computer Animation
COMP 202 Fall 2008, Introduction to Computing 1
COMP 764B Winter 2008, Computer Graphics and Animation.
Research Interests
My
research interests include computer graphics, physically based
animation, skin deformations of articulated characters, motion
capture, interaction, and physically based modeling of humans
and animals. I am specifically interested in human
and animal motor control (e.g., locomotion, grasping, manipulation) in
combination with
natural phenomena such as the physics of rigid objects, deformation,
and contact. Example application areas include computer
animation for video games and movies, training simulations, ergonomics,
and biologically inspired robotics and programming by demonstration.
An important aspect of my work is the combination of real
world measurements, approximate models, and physically based
simulation. I am also interested in machine learning,
numerical methods, and audio.
Biographical
Information
I grew up in Ottawa and moved to
Waterloo in 1992 to attend the University of Waterloo where I
obtained a B.Math. in computer science with electrical engineering
electives (1997). During my undergraduate studies, I went on a one year
exchange
to Compiègne, France which included a six month work term in
Paris. After graduating, I worked for a little over a year at
Televitesse (now known as March Networks) before moving to
Vancouver for graduate studies at the University of British Columbia.
There, I obtained my M.Sc. (2000) and Ph.D. (2005) in computer
science with Dinesh K. Pai. While my Ph.D. is from UBC, I followed
Dinesh to New Jersey in 2002 to complete my research at Rutgers
University. After finishing I moved directly to
Grenoble for postdoctoral work with the EVASION group
at
INRIA Rhône Alpes and the LNRS at Université
René Descartes. I arrived at McGill University as
an Assistant Professor in January 2008.
Research Projects and Publications

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A Robust and Multi-scale Modal Analysis for Sound Synthesis
C. Picard, F. Faure, G. Drettakis, P. G. Kry,
DAFX, 2009
This paper presents a new approach to modal synthesis for
rendering sounds of virtual objects. We propose a generic method
for modal analysis that preserves sound variety across the surface
of an object, at different scales of resolution and for a variety of
complex geometries. The technique performs automatic voxelization
of a surface model and automatic tuning of the parameters of
hexahedral finite elements, based on the distribution of material
in each cell. The voxelization is performed using a sparse regular
grid embedding of the object, which easily permits the construction
of plausible lower resolution approximations of the modal
model. With our approach, we can compute the audible impulse
response of a variety of objects. Our solution is robust and can
handle non-manifold geometries that include both volumetric and
surface parts, such as those used in games, training simulations,
and other interactive virtual environment.
PDF (2.7 MB)
MOVIE
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Composite Elements on the iPhone
M. Williams, P. G. Kry,
SIGGRAPH Demo, 2009
Use your fingers to squish a 3D
model, and let gravity make the model tumble against the walls
of its environment. C-FEM
is an interactive demonstration that runs on the iPhone and
iPod touch. The application is a proof of concept which
includes examples demonstrating piecewise interpolation and
non homogeneous elastic properties. The demo was made
available as a free application in late July 2009.
PROJECT PAGE
C-FEM DOWNLOAD
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Preserving Topology and Elasticity for Embedded Deformable Models
M. Nesme, P. G. Kry, L. Jeřábková, F. Faure,
SIGGRAPH, 2009
In this paper we introduce a new approach for the embedding of linear elastic deformable models. Our technique results in significant improvements in the efficient physically based simulation of highly detailed objects. First, our embedding takes into account topological details, that is, disconnected parts that fall into the same coarse element are simulated independently. Second, we account for the varying material properties by computing stiffness and interpolation functions for coarse elements which accurately approximate the behavior of the embedded material. Finally, we also take into account empty space in the coarse embeddings, which provides a better simulation of the boundary. The result is a straightforward approach to simulating complex deformable models with the ease and speed associated with a coarse regular embedding, and with a quality of detail that would only be possible at much finer resolution.
PROJECT PAGE
PDF (5 MB)
MOVIE [DivX AVI] (29.2 MB)
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Modal Locomotion: Animating Virtual Characters with Natural Vibrations
P. G. Kry, L. Reveret, F. Faure, and M.-P.Cani, Eurographics, 2009
We present a general method to intuitively create a wide range of
locomotion controllers for 3D legged characters. The key of our
approach is the assumption that efficient locomotion can exploit the
natural vibration modes of the body, where these modes are related to
morphological parameters such as the shape, size, mass, and joint
stiffness. The vibration modes are computed for a mechanical model of
any 3D character with rigid bones, elastic joints, and additional
constraints as desired. A small number of vibration modes can be
selected with respect to their relevance to locomotion patterns and
combined into a compact controller driven by very few parameters. We
show that these controllers can be used in dynamic simulations of
simple creatures, and for kinematic animations of more complex
creatures of a variety of shapes and sizes.
PDF (0.7MB)
MOVIE [XVID AVI] (17MB)
DOG TROT [WMV] (1.7MB)
DOG GALLOP [WMV] (1.1MB)
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A Multi-modal Floor-space for Experiencing Material Deformation Underfoot in Virtual Reality
A. W. Law, B. V. Peck, Y. Visell, P. G. Kry, and J. R. Cooperstock, IEEE International Workshop on Haptic Audio Visual Environments and Games, 2008
We present a floor-space design that provides the impression
of walking on various terrains by rendering graphical, audio
and haptic stimuli synchronously with low latency. Currently, interactive
floors tend to focus on visual and auditory feedback but have
neglected to explore the role of haptics. Our design recreates these
three modalities in a direct manner where the sensors and reactive
cues are located in the same area. The goal of this project is the creation
of a realistic and dynamic area of ground that allows multiple,
untethered users to engage in intuitive interaction via locomotion in a
virtual or augmented reality environment.
PDF (0.8MB)
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HandNavigator:
Hands-on Interaction for Desktop Virtual Reality
P.
G. Kry, A. Pihuit, A. Bernhert, and M.-P. Cani, VRST,
2008
This paper presents a novel
interaction system, aimed at hands-on manipulation of digital models
through natural hand gestures. Our system is composed of a new physical
interaction device coupled with a simulated compliant virtual hand
model. The physical interface consists of a SpaceNavigator,
augmented with pressure sensors to detect directional forces applied by
the user's fingertips. This information controls the position,
orientation, and posture of the virtual hand in the same way that the
SpaceNavigator (an isometric input device) uses measured forces to
animate a virtual frame. In this manner, user control does not involve
fatigue due to reaching gestures or holding a desired hand shape.
During contact, the user has a realistic visual feedback in the form of
plausible interactions between the virtual hand and its environment,
while our device provides some passive tactile feedback. Our
device is well suited to any situation where hand gesture, contact, or
manipulation tasks need to be performed in virtual. We
demonstrate the device in several simple virtual worlds and evaluate it
through a series of user studies.
PDF (4MB)
MOVIE [MOV] (7MB)
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Animating Virtual
Character Locomotion and Other Oscillatory Motions
P.
G. Kry, L. Reveret, F. Faure, M.-P.Cani
Cognitive
Animation Workshop 2008
/
SIGGRAPH
Sketches 2007
We present a method for animating locomotion of
physically based virtual characters. The key to our approach is based
on the observation that efficient locomotion should exploit the natural
passive response of the character's dynamical system. We
specifically focus on the natural vibration modes, which are affected
by parameters such as shape, size, mass, and joint stiffness. From
these modal vibrations we can extract the most promising modes with
respect to locomotion, and combine them with different amplitudes,
phases, and frequencies to animate various gaits. To create
locomotion controllers, the search for control parameters is reduced
since we only need to consider a small number of modes rather than a
large number of degrees of freedom. This can be done by
optimization, guided by captured motion analysis, but is also easy
enough to do by hand. Mode shapes are also useful as a low
dimensional basis for interactive puppetry, and may lead to
simplifications in the higher level control of other movements.
PDF
(1MB)
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Hands-on Virtual Clay / La sculpture virtuelle à portée de main
A. Pihuit, P.
G. Kry, M.-P.Cani SMI 2008 / AFRV 2007
This project concerns a new interaction system designed for hands-on 3D shape modeling and deformation through natural hand gestures. Our system is made of a Phantom haptic device coupled with a deformable foam ball that supports pressure sensors. These sensors detect forces exerted by the user’s fingertips, and are used to control the configuration of a compliant virtual hand that is modeling soft virtual clay. During interaction, the user is provided both passive tactile feedback through the foam ball, and realistic visual feedback since the virtual hand deforms due to its interaction in the virtual environment. The combination of all these feedbacks provides the artist with a good immersion allowing for effective sculpting in a virtual world.
PDF
(0.7MB)
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Grasp Recognition and
Manipulation with the Tango
P.
G. Kry and D. K. Pai, ISER,
2006
We
describe a novel user
interface for natural, whole hand interaction with 3D environments. Our
interface uses a graspable device called the Tango, which looks like a
ball but measures contact pressures on its surface at 256 tactual
elements (taxels) at a high rate (100 Hz). The acceleration of the
device is also measured. The key idea is to use this information to
recognize the shape and movement of the user’s hand grasping
the
object. This allows the user to interact with 3D virtual objects using
a hand avatar. The interface provides passive force feedback, and is
easier to use than interfaces that require wearing gloves or other
sensors on the hand. We describe a rotationally invariant matching
algorithm for recognizing the hand shape from examples of previous
interaction collected with motion capture. We also describe examples of
3D interaction using our system.
PDF
(2.5MB)
MOVIE [WMV]
(12MB)
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Interaction Capture
and Synthesis
P. G. Kry and
D. K. Pai, ACM
Transactions on Graphics, 25:3 (SIGGRAPH), 2006
Modifying motion capture to satisfy the constraints
of new animation is
difficult when contact is involved, and a critical problem for
animation of hands. The compliance with which a character makes contact
also reveals important aspects of the movement’s purpose. We
present a new technique called interaction capture, for capturing these
contact phenomena. We capture contact forces at the same time as
motion, at a high rate, and use both to estimate a nominal reference
trajectory and joint compliance. Unlike traditional methods, our method
estimates joint compliance without the need for motorized perturbation
devices. New interactions can then be synthesized by physically based
simulation. We describe a novel position-based linear complementarity
problem formulation that includes friction, breaking contact, and the
compliant coupling between contacts at different fingers. The technique
is validated using data from previous work and our own
perturbation-based estimates.
PDF
(8MB)
BIBTEX
MOVIE
[WMV] (7MB)
PROJECT
PAGE
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Interaction Capture
and Synthesis of
Human Hands
P.
G. Kry, PhD
Thesis, 2005
This
thesis addresses several issues in modelling interaction with
human hands in computer graphics and animation. Modifying motion
capture to satisfy the constraints of new animation is difficult when
contact is involved because physical interaction involves energy or
power transfer between the system of interest and the environment, and
is a critical problem for computer animation of hands. Although
contact force measurements provide a means of monitoring this
transfer, motion capture as currently used for creating animation has
largely ignored contact forces. We present a system of capturing
synchronized motion and contact forces, called interaction
capture. We transform interactions such as grasping into joint
compliances and a nominal reference trajectory in an approach inspired
by the equilibrium point hypothesis of human motor control. New
interactions are synthesized through simulation of a quasi-static
compliant articulated model in a dynamic environment that includes
friction. This uses a novel position-based linear complementarity
problem formulation that includes friction, breaking contact, and
coupled compliance between contacts at different fingers. We present
methods for reliable interaction capture, addressing calibration,
force estimation, and synchronization. Additionally, although joint
compliances are traditionally estimated with perturbation-based
methods, we introduce a technique that instead produces estimates
without perturbation. We validate our results with data from previous
work and our own perturbation-based estimates. A complementary goal
of this work is hand-based interaction in virtual environments. We
present techniques for whole-hand interaction using the Tango, a novel
sensor that performs interaction capture by measuring pressure images
and accelerations. We approximate grasp hand-shapes from previously
observed data through rotationally invariant comparison of pressure
measurements. We also introduce methods involving heuristics and
thresholds that make reliable drift-free navigation possible with the
Tango. Lastly, rendering the skin deformations of articulated
characters is a fundamental problem for computer animation of hands.
We present a deformation model, called EigenSkin, which provides a
means of rendering physically- or example-based deformation models at
interactive rates on graphics hardware.
PDF PRINT QUALITY
(37.2MB)
PDF
WEB (7.1MB)
BIBTEX
MOVIE EXAMPES
[WMV] (8MB)
MOVIE CAPTURED
GRASP [WMV] (1.7MB)
MOVIE
GRASP ON APPLE
[WMV] (1.0MB)
MOVIE
GRASP ON BULB
[WMV] (0.7MB)
MOVIE
BULB
MANIPULATION [WMV] (7.4MB)
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The Tango: a
tangible tangoreceptive whole-hand human interface
D. K. Pai, E.
W. VanDerLoo, S. Sadhukhan, and
P. G. Kry, World
Haptics
Symposium, 2005
We describe the Tango, a new passive haptic
interface for whole-hand
interaction with 3D objects. The Tango is shaped like a ball and can
be grasped comfortably in one hand. Its pressure sensitive skin
measures the contact pressures exerted by the user's hand, and
accelerometers within the device measure its motion and attitude. This
information can be used for novel modes of interaction with three
dimensional objects. We describe the design of the device, and the
software for interpreting the sensor data for user interaction.
PDF (1.2MB)
BIBTEX
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Continuous Contact
Simulation for Smooth
Surfaces
P.
G. Kry, and D. K. Pai, ACM
Transactions on Graphics,
22:1, 2003
Dynamics
simulation of smooth surfaced rigid bodies in contact is a
critical problem in physically based animation and interactive virtual
environments. We describe a technique which uses reduced coordinates
to evolve a single continuous contact between smooth piece-wise
parametric surfaces. The incorporation of friction into our algorithm
is straightforward. The dynamics equations, though slightly more
complex due to the reduced coordinate formulation, can be integrated
easily using explicit integrators without the need for constraint
stabilization. Because the reduced coordinates confine integration
errors within the constraint manifold, a large choice of step sizes
are possible with visually acceptable results. We demonstrate these
results using Loop Subdivision surfaces with parametric evaluation.
PDF
(1.8MB)
BIBTEX
MOVIE
[AVI-MPG4] (10.5MB)
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EigenSkin: Real Time
Large
Deformation Character Skinning in Graphics Hardware
P.
G. Kry, D. L. James, and D. K.
Pai, ACM
SIGGRAPH
Symposium on Computer Animation,
2002
We
present a technique which allows subtle nonlinear quasistatic
deformations of articulated characters to be compactly approximated by
data-dependent eigenbases which are optimized for real time rendering
on commodity graphics hardware. The method extends the common
Skeletal-Subspace Deformation (SSD) technique to provide efficient
approximations of the complex deformation behaviors exhibited in
simulated, measured, and artist-drawn characters. Instead of storing
displacements for key poses (which may be numerous), we precompute
principal components of the deformation influences for individual
kinematic joints, and so construct error-optimal eigenbases describing
each joint's deformation subspace. Pose-dependent deformations are
then expressed in terms of these reduced eigenbases, allowing
precomputed coefficients of the eigenbasis to be interpolated at run
time. Vertex program hardware can then efficiently render nonlinear
skin deformations using a small number of eigendisplacements stored in
graphics hardware. We refer to the final resulting character skinning
construct as the model's EigenSkin. Animation
results are
presented for a very large nonlinear finite element model of a human
hand rendered in real time at minimal cost to the main CPU.
PDF(5.5MB)
BIBTEX
MOVIE [AVI-MPG4]
(18.4MB)
SHADOW PUPPET
MOVIE [AVI-MPG4] (23MB)
PROJECT
PAGE
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FoleyAutomatic:
Physically-based Sound Effects for Interactive Simulation and
Animation
K.
van den Doel, P. G. Kry, and
D. K. Pai, SIGGRAPH 2001
We
describe algorithms for real-time synthesis of realistic sound
effects for interactive simulations (e.g., games) and animation. These
sound effects are produced automatically, from 3D models using dynamic
simulation and user interaction. We develop algorithms that are
efficient, physically-based, and can be controlled by users in natural
ways. We develop effective techniques for producing high quality
continuous contact sounds from dynamic simulations running at video
rates which are slow relative to audio synthesis. We accomplish this
using modal models driven by contact forces modeled at audio rates,
which are much higher than the graphics frame rate. The contact forces
can be computed from simulations or can be custom designed. We
demonstrate the effectiveness with complex realistic simulations.
PDF
(1.1MB)
BIBTEX
MOVIE
[MPG] (12.7MB)
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Fast Contact
Evolution for
Piecewise Smooth Surfaces
P.
G. Kry, Master's
Thesis, 2000
Dynamics
simulation of smooth bodies in contact is a critical problem
in physically based animation and interactive virtual environments. We
describe a technique which uses reduced coordinates to evolve a single
continuous contact between Loop subdivision surfaces. The
incorporation of both slip and no-slip friction into our algorithm is
straightforward. The dynamics equations, though slightly more complex
due to the reduced coordinate formulation, can be integrated easily
using explicit integrators without the need for constraint
stabilization. The use of reduced coordinates also confines
integration errors to lie within the constraint manifold which is
preferable for visualization. Our algorithm is suitable for piecewise
parametric or parameterizable
surfaces with polygonal domain boundaries. Because a contact will not
always remain in the same patch, we demonstrate how a contact can be
evolved across patch boundaries. We also address the issue of
non-regular parameterizations occurring in Loop subdivision surfaces
through surface replacement with n sided S-patch
surfaces. Three simulations show our results. We partially verify our
technique
first with a frictionless system and then with a blob sliding and
rolling inside a bowl. Our third simulation shows that our formulation
correctly predicts the spin reversal of a rattleback top. We also
present timings of the various components of the algorithm.
SEE TOG PAPER
RATTLEBACK
MOVIE [MPG]
(1.2MB)
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Forward
Dynamics Algorithms
for Multibody Chains and Contact
D.
K. Pai, U. M. Ascher, and P.
G. Kry, ICRA 2000
We
describe a framework for derivation of several forward dynamics
algorithms used in robotics. The framework is based on formulating an
augmented system and performing block matrix elimination on this
system. Several popular algorithms such as the O(N)
Articulated
Body method, and Composite Rigid Body method can be easily derived. We
also derive an algorithm for simulation of contact between smooth
bodies of arbitrary shape, in contact coordinates. Finally, we discuss
some potential numerical difficulties that could arise and their
solution.
PDF
(0.2MB)
BIBTEX
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