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In recent years, depth cameras have become a widely available sensor type that captures depth images at real-time frame rates. Even though recent approaches have shown that 3D pose estimation from monocular 2.5D depth images has become feasible, there are still challenging problems due to strong noise in the depth data and self-occlusions in the motions(More)
We present a method to synthesize plausible video sequences of humans according to user-defined body motions and viewpoints. We first capture a small database of multi-view video sequences of an actor performing various basic motions. This database needs to be captured only once and serves as the input to our synthesis algorithm. We then apply a marker-less(More)
Reconstructing a three-dimensional representation of human motion in real-time constitutes an important research topic with applications in sports sciences, human-computer-interaction, and the movie industry. In this paper, we contribute with a robust algorithm for estimating a personalized human body model from just two sequentially captured depth images(More)
Figure 1: Our approach creates rigs for multi-component meshes that can be mapped to an input animation skeleton (far left). Abstract Rigging an arbitrary 3D character by creating an animation skeleton is a time-consuming process even for experienced animators. In this paper, we present an algorithm that automatically creates animation rigs for(More)
Metallophones such as glockenspiels produce sounds in response to contact. Building these instruments is a complicated process, limiting their shapes to well-understood designs such as bars. We automatically optimize the shape of arbitrary 2D and 3D objects through deformation and perforation to produce sounds when struck which match user-supplied frequency(More)
Creating mechanical automata that can walk in stable and pleasing manners is a challenging task that requires both skill and expertise. We propose to use computational design to offset the technical difficulties of this process. A simple drag-and-drop interface allows casual users to create personalized walking toys from a library of pre-defined template(More)
Each automata is modeled as a rigid multi-body system. Since the mechanisms we optimize typically exhibit numerous kinematic loops, we opt for a maximal coordinates dynamics formulation. Therefore, the state of each rigid body i consists of position and orientation degrees of freedom qi, and their linear and angular velocity derivatives ˙ qi. The vectors q(More)
The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. C Figure 1: Customized instrument. A set of optimized 2D water jet cut animals and 3D printed cups form a musical scale. Provided with a user-supplied 3D shape and target sound characteristics of the desired frequencies and their(More)
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