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We present a method for interactive editing of planar linkages. Given a working linkage as input, the user can make targeted edits to the shape or motion of selected parts while preserving other, e.g., functionally-important aspects. In order to make this process intuitive and efficient, we provide a number of editing tools at different levels of(More)
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)
The physically based simulation of clothes in virtual environments is a highly demanding problem. It involves both modeling the internal material properties of the textile and the interaction with the surrounding scene. We present a parallel cloth simulation approach designed for distributed memory parallel architectures, in particular clusters built of(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 casual users to quickly create 3D-printable robotic creatures. Our approach automates the tedious parts of the design process while providing ample room for customization of morphology, proportions, gait and motion style. The technical core of our framework is an efficient optimization-based solution that(More)
Accurate modeling of bending behavior is one of the most important tasks in the field of cloth simulation. Bending stiffness is probably the most significant material parameter describing a given textile. Much work has been done in recent years to allow a fast and authentic reproduction of the effect of bending in cloth simulation systems. However, these(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)