Paul G. Kry
Assistant Professor
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Contact
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School of Computer Science, McGill University
3480 University Street
McConnell Building, Room 318
Montréal, QC, H3A 0E9
Canada
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| office: |
MC113N |
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+1 514 398 2577 |
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+1 514 398 3883 |
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Teaching
Current Courses
- COMP 557 Fall 2012, Fundamentals of Computer Graphics
- COMP 273 Fall 2011, Introduction to Computer Systems
- COMP 557 Fall 2011, Fundamentals of Computer Graphics
- COMP 559 Winter 2011, Fundamentals of Computer Animation
- COMP 557 Fall 2010, Fundamentals of Computer Graphics
- COMP 599 Winter 2010, Fundamentals of Computer Animation
- 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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Policies for Goal Directed Multi-Finger Manipulation
S. Andrews, P. G. Kry, In 9th Workshop on Virtual Reality Interaction and Physical Simulation (VRIPHYS) 2012
We present a method for one-handed task based manipulation of objects. Our approach uses a mid-level multiphase approach to break the problem into three parts, providing an appropriate control strategy for each phase and resulting in cyclic finger motions that accomplish the task. All motion is physically based, and guided by a policy computed for a particular task. The exact trajectory is never specified as the goal of our different tasks are concerned with the final orientation and position of the object. The offline simulations used to learn the policy are effective solutions for the task, but an important aspect of our work is that the policy is general enough to be used online in real time. We present two manipulation tasks and discuss their performance along with limitations.
PDF (1.2 MB)
MOVIE (10 MB)
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Static Pose Reconstruction with an Instrumented Bouldering Wall
R. Aladdin, P. G. Kry, VRST, 2012
This paper describes the design and construction of an instrumented bouldering wall, and a technique for estimating poses by optimizing an objective function involving contact forces. We describe the design and calibration of the wall, which can capture the contact forces and torques during climbing while motion capture (MoCap) records the climber pose, and present a solution for identifying static poses for a given set of holds and forces. We show results of our calibration process and static poses estimated for different measured forces. To estimate poses from forces, we use optimization and start with an inexpensive objective to guide the solver toward the optimal solution. When good candidates are encountered, the full objective function is evaluated with a physics-based simulation to determine physical plausibility while meeting additional constraints. Comparison between our reconstructed poses and MoCap show that our objective function is a good model for human posture.
PDF (3.4 MB)
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Modal Vibrations for Character Animation
P. G. Kry, Motion in Games, 2012
Modal vibrations can be used as a representation for the motion of an elastic system, decoupling the dynamics into a set of independent equations, and providing a good approximation to the system behavior for small displacements from the equilibrium state. In computer animation, elastic joints are commonly used in the simulation and control of articulated characters, which naturally permits a modal representation. This paper revisits the computation of modes for a skeletal character, and surveys recent work on the use of modal vibrations for kinematic animation of locomotion and jumping, and in the creation of physically based locomotion controllers that exhibit a desired style. Examples of other applications are also presented, and possibilities for future work are discussed.
PDF (2.4 MB)
Sample code coming soon (send email for notification)
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Inverse Kinodynamics: Editing and Constraining Kinematic Approximations of Dynamic Motion
P. G. Kry, C. Rahgoshay, A. Rabbani, K. Singh, Computers & Graphics, 2012
We present inverse kinodynamics (IKD), an animator friendly kinematic work flow that both encapsulates short-lived dynamics
and allows precise space-time constraints. Kinodynamics (KD), defines the system state at any given time as the result of a kinematic
state in the recent past, physically simulated over a short time window to the present. KD is a well suited kinematic approximation
to animated characters and other dynamic systems with dominant kinematic motion and short-lived dynamics. Given a dynamic
system, we first choose an appropriate kinodynamic window size based on accelerations in the kinematic trajectory and the physical
properties of the system. We then present an inverse kinodynamics (IKD) algorithm, where a kinodynamic system can precisely
attain a set of animator constraints at specified times. Our approach solves the IKD problem iteratively, and is able to handle full
pose or end effector constraints at both position and velocity level, as well as multiple constraints in close temporal proximity. Our
approach can also be used to solve position and velocity constraints on passive systems attached to kinematically driven bodies. We
describe both manual and automatic procedures for selecting the kinodynamic window size necessary to approximate the dynamic
trajectory to a given accuracy. We demonstrate the convergence properties of our IKD approach, and give details of a typical work
flow example that an animator would use to create an animation with our system. We show IKD to be a compelling approach to the
direct kinematic control of character, with secondary dynamics via examples of skeletal dynamics and facial animation.
PDF (2.7 MB)
PROJECT PAGE (conference version)
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Determining an Aesthetic Inscribed Curve
B. Wyvill, P. G. Kry, R. Seidel, D. Mould, Computational Aesthetics, 2012
In this work we propose both implicit and parametric curves to represent aesthetic curves inscribed within
Voronoi cells in R2. A user survey was conducted to determine, which class of curves are generally accepted as
the more aesthetic. We present the curves, the survey results, and the implications for future work on simulating
sponge like volumes.
PDF (1 MB)
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Inverse Kinodynamics: Editing and Constraining Kinematic Approximations of Dynamic Motion
C. Rahgoshay, A. Rabbani, K. Singh, P. G. Kry,Graphics Interface, 2012
We present inverse kinodynamics (IKD), an animator friendly kinematic workflow that both encapsulates short-lived dynamics and allows precise space-time constraints. Kinodynamics (KD), defines the system state at any given time as the result of a kinematic state in the recent past, physically simulated over a short temporal window to the present. KD is a well suited kinematic approximation to animated characters and other dynamic systems with dominant kinematic motion and short-lived dynamics. Given a dynamic system, we first choose an appropriate kinodynamic window size based on accelerations in the kinematic trajectory and the physical properties of the system. We then present an inverse kinodynamics (IKD) algorithm, where a kinodynamic system can precisely attain a set of animator constraints at specified times. Our approach solves the IKD problem iteratively, and is able to handle full pose or end effector constraints at both position and velocity level, as well as multiple constraints in close temporal proximity. Our approach can also be used to solve position and velocity constraints on passive systems attached to kinematically driven bodies. We show IKD to be a compelling approach to the direct kinematic control of character, with secondary dynamics via examples of skeletal dynamics and facial animation.
PDF (4.4 MB)
MOVIE (100 MB)
PROJECT PAGE
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Medial Spheres for Shape Approximation
S. Stolpner, P. Kry, K. Siddiqi,Transactions on Pattern Analysis and Machine Intelligence, 2012
We study the problem of approximating a 3D solid with a union of overlapping spheres. In comparison with a stateof-the-art approach, our method offers more than an order of magnitude speed-up and achieves a tighter approximation in terms of volume difference with the original solid, while using fewer spheres. The spheres generated by our method are internal and tangent to the solid's boundary, which permits an exact error analysis, fast updates under local feature size preserving deformation, and conservative dilation. We show that our dilated spheres offer superior time and error performance in approximate separation distance tests than the state-of-the-art method for sphere set approximation for the class of (sigma,theta)-fat solids. We envision that our sphere-based approximation will also prove useful for a range of other applications, including shape matching and shape segmentation.
PDF (4.4 MB)
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Using Natural Vibrations to Guide Control for Locomotion
R. Nunes, J. Cavalcante-Neto, C. Vidal, P. G. Kry, V. Zordan,
ACM Siggraph Symposium on Interactive 3D Graphics and Games (I3D), 2012
Control for physically based characters presents a challenging task because it requires not only the management of the functional aspects that lead to the successful completion of the desired task, but also the resulting movement must be visually appealing and meet the quality requirements of the application. Crafting controllers to generate desirable behaviors is difficult because the specification of the final outcome is indirect and often at odds with the functional control of the task. This paper presents a method which exploits the natural modal vibrations of a physically based character in order to provide a palette of basis coordinations that animators can use to assemble their desired motion. A visual user interface allows an animator to guide the final outcome by selecting and inhibiting the use of specific modes. Then, an optimization routine applies the user-chosen modes in the tuning of parameters for a fixed locomotion control structure. The result is an animation system that is easy for an animator to drive and is able to produce a wide variety of locomotion styles for varying character morphologies.
PDF (12 MB)
MOVIE [WMV] (56 MB)
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Generalized Helicoids for Modeling Hair Geometry
E. Piuze, P. G. Kry, K. Siddiqi,
Eurographics, 2011
In computer graphics, modeling the geometry of hair and hair-like patterns such as grass and fur remains a significant challenge. Hair strands can exist in an extensive variety of arrangements and the choice of an appropriate representation for tasks such as hair synthesis, fitting, editing, or reconstruction from samples, is non-trivial. To support such applications we present a novel mathematical representation of hair based on a class of minimal surfaces called generalized helicoids. This representation allows us to characterize the geometry of a single hair strand, as well as of those in its vicinity, by three intuitive curvature parameters and an elevation angle. We introduce algorithms for fitting piecewise generalized helicoids to unparameterized hair strands, and for interpolating hair between these fits. We showcase several applications of this representation including the synthesis of different hair geometries, wisp generation, hair interpolation from samples and hair-style parametrization and reconstruction from real hair data.
PDF (12 MB)
PROJECT PAGE
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Advances in Modal Analysis Using a Robust and Multiscale Method
C. Picard, C. Frisson, F. Faure, G. Drettakis, P. G. Kry
EURASIP Journal on Advances in Signal Processing, 2010
This paper presents a new approach to modal synthesis for rendering sounds of virtual objects. We propose a generic method 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 permits the construction of plausible lower resolution approximations of the modal model. We can compute the audible impulse response of a variety of objects. Our solution is robust and can handle nonmanifold geometries that include both volumetric and surface parts. We present a system which allows us to manipulate and tune sounding objects in an appropriate way for games, training simulations, and other interactive virtual environments.
PAPER LINK
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Volume Contact Constraints at Arbitrary Resolution
J. Allard, F. Faure, H. Courtecuisse, F. Falipou, C. Duriez, P. G. Kry,
SIGGRAPH, 2010
We introduce a new method for simulating frictional contact between volumetric objects using interpenetration volume constraints. When applied to complex geometries, our formulation results in dramatically simpler systems of equations than those of traditional mesh contact models. Contact between highly detailed meshes can be simplified to a single unilateral constraint equation, or accurately processed at arbitrary geometry-independent resolution with simultaneous sticking and sliding across contact patches.
We exploit fast GPU methods for computing layered depth images, which provides us with the intersection volumes and gradients necessary to formulate the contact equations as linear complementarity problems. Straightforward and popular numerical methods, such as projected Gauss-Seidel, can be used to solve the system.
We demonstrate our method in a number of scenarios and present results involving both rigid and deformable objects at interactive rates.
PDF (12 MB)
MOVIE
PROJECT PAGE
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Medial Spheres for Shape Approximation
S. Stolpner, P. Kry, K. Siddiqi,Symposium on Brain Body and Machine, 2010
We study the problem of approximating a solid with a union of overlapping spheres. We introduce a method based on medial spheres which, when compared to a state-of-the-art approach, offers more than an order of magnitude speedup and achieves a tighter volumetric approximation of the original mesh, while using fewer spheres. The spheres generated by our method are internal to the object, which permits an exact error analysis and comparison with other sphere approximations. We demonstrate that a tight bounding volume hierarchy of our set of spheres may be constructed using rectangle-swept spheres as bounding volumes. Further, once our spheres are dilated, we show that this hierarchy generally offers superior performance in approximate separation distance tests.
PDF (1.8 MB)
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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
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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.
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(0.2MB)
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