#### Filter Results:

#### Publication Year

1988

2016

#### Publication Type

#### Co-author

#### Publication Venue

#### Key Phrases

Learn More

- James K. Hahn
- SIGGRAPH
- 1988

The theoretical background and implementation for a computer animation system to model a general class of three dimensional dynamic processes for arbitrary rigid bodies is presented. The simulation of the dynamic interaction among rigid bodies takes into account various physical characteristics such as elasticity, friction, mass, and moment of inertia to… (More)

- Douglas J. Wiley, James K. Hahn
- VRAIS
- 1997

Realistic real time articulatedfigure motion is achieved by reprocessing a stored database of motions. Motions are created to exact specification by interpolation from a set of example motions, effectively forming a parameterized motion model. A pre-processing step involving iterative calculations is used to allow efficient direct computations at run time.… (More)

- Haoxiang Luo, Rajat Mittal, Xudong Zheng, Steven Bielamowicz, Raymond Walsh, James K. Hahn
- J. Comput. Physics
- 2008

A new numerical approach for modeling a class of flow-structure interaction problems typically encountered in biological systems is presented. In this approach, a previously developed, sharp-interface, immersed-boundary method for incompressible flows is used to model the fluid flow and a new, sharp-interface Cartesian grid, immersed boundary method is… (More)

- Seungyong Lee, Kyung-Yong Chwa, James K. Hahn, Sung Yong Shin
- Journal of Visualization and Computer Animation
- 1996

SUMMARY This paper presents a new image morphing method using a two-dimensional deformation technique which provides an intuitive model for a warp. The deformation technique derives a C 1-continuous and one-to-one warp from a set of point pairs overlaid on two images. The resulting inbetween image precisely reflects the correspondence of features specified… (More)

- Tapio Takala, James K. Hahn
- SIGGRAPH
- 1992

We present a general methodology to produce synchronized soundtracks for animations. A sound world is modeled by associating a characteristic sound for each object in a scene. These sounds can be generated from a behavioral or physically-based simulation. Collision sounds can be computed from vibrational response of elastic bodies to the collision impulse.… (More)

ost conventional media depend on engaging and appealing characters. Empty spaces and buildings would not fare well as television or movie programming, yet virtual reality usually offers up such spaces. The problem lies in the difficulty of creating computer-generated characters that display real-time, engaging interaction and realistic motion. Articulated… (More)

- Larry Gritz, James K. Hahn
- Journal of Visualization and Computer Animation
- 1995

SUMMARY We present an approach to articulated figure motion in which motion tasks are defined in terms of goals and ratings. The agents are dynamically-controlled robots whose behavior is determined by robotic controller programs. The controller programs for the robots are evaluated at each time step to yield torque values which drive the dynamic simulation… (More)

This paper presents a new image morphing technique using deformable surfaces. Drawbacks of previous techniques are overcome by a physically-based approach which provides an intuitive model for a warp. A warp is derived by two deformable surfaces which specify horizontal and vertical displacements of points on an image. This paper also considers the control… (More)

- Larry Gritz, James K. Hahn
- 1997

The dominant paradigm for 3-D character animation requires an animator to specify the values for all degrees of freedom of an articulated figure at key frames. Specifying motion that is physically believable and biologically plausible is a tedious practice requiring great skill. We use evolutionary techniques (specifically Genetic Programming) as a means of… (More)