Bernhard Thomaszewski

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We present a method for fabrication-oriented design of actuated deformable characters that allows a user to automatically create physical replicas of digitally designed characters using rapid manufacturing technologies. Given a deformable character and a set of target poses as input, our method computes a small set of actuators along with their locations on(More)
We present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animator's rig. Our framework fits seamlessly into the workflow typically employed by artists, as our output consists of animation curves that are identical in(More)
We present a new method for efficiently simulating art-directable deformable materials. We use example poses to define subspaces of desirable deformations via linear interpolation. As a central aspect of our approach, we use an incompatible representation for input and interpolated poses that allows us to interpolate between elements individually. This(More)
We present an efficient method for augmenting keyframed character animations with physically-simulated secondary motion. Our method achieves a performance improvement of one to two orders of magnitude over previous work without compromising on quality. This performance is based on a linearized formulation of rig-space dynamics that uses only rig parameters(More)
We present a new approach to clothing simulation using low-dimensional linear subspaces with temporally adaptive bases. Our method exploits full-space simulation training data in order to construct a pool of low-dimensional bases distributed across pose space. For this purpose, we interpret the simulation data as offsets from a kinematic deformation model(More)
We present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts of the character should move. For each motion curve, our framework creates an optimized mechanism that(More)
We propose an example-based approach for simulating complex elastic material behavior. Supplied with a few poses that characterize a given object, our system starts by constructing a space of prefered deformations by means of interpolation. During simulation, this example manifold then acts as an additional elastic attractor that guides the object towards(More)
We present Continuum-based Strain Limiting (CSL) – a new method for limiting deformations in physically-based cloth simulations. Despite recent developments for nearly inextensible materials, the efficient simulation of general biphasic textiles and their anisotropic behavior remains challenging. Many approaches use soft materials and enforce limits on edge(More)
Wrinkles and folds play an important role in the appearance of real textiles. The way in which they form depends mainly on the bending properties of the specific material type. Existing approaches fail to reliably reproduce characteristic behaviour like folding and buckling for different material types or resolutions. It is therefore crucial for the(More)
Figure 1: Given a target shape (a), we use experimentally-acquired material properties (b) to compute and fabricate an optimal balloon shape (c). Upon inflation, the optimized balloon closely approximates the target (d), whereas inflating a small version of the target (e) results in poor approximation. Abstract This paper presents an automatic process for(More)