Matthew Cong

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We present an efficient grid structure that extends a uniform grid to create a significantly larger far-field grid by dynamically extending the cells surrounding a fine uniform grid while still maintaining fine resolution about the regions of interest. The far-field grid preserves almost every computational advantage of uniform grids including cache(More)
Many visually interesting natural phenomena are characterized by thin liquid sheets, long filaments, and droplets. We present a new Lagrangian-based numerical method to simulate these codimensional surface tension driven phenomena using non-manifold simplicial complexes. Tetrahedra, triangles, segments, and points are used to model the fluid volume, thin(More)
We provide a novel simulation method for incompressible free surface flows that allows for large time steps on the order of 10--40 times bigger than the typical explicit time step restriction would allow. Although semi-Lagrangian advection allows for this from the standpoint of stability, large time steps typically produce significant visual errors. This(More)
We present a fast, fully automatic morphing algorithm for creating simulatable flesh and muscle models for human and humanoid faces. Current techniques for creating such models require a significant amount of time and effort, making them infeasible or impractical. In fact, the vast majority of research papers use only a floating mask with no inner lips,(More)
We propose a new framework for the simulation of facial muscle and flesh that so significantly improves the technique that it allows for immediate mainstream use of anatomically and biomechanically accurate muscle models as a bread and butter technique in a high-end production quality pipeline. The key idea is to create a blendshape system for the muscles(More)
Given a point cloud, we consider inferring kinematic models of 3D articulated objects such as boxes for the purpose of manipulating them. While previous work has shown how to extract a planar kinematic model (often represented as a linear chain), such planar models do not apply to 3D objects that are composed of segments often linked to the other segments(More)
In our project, we consider the problem of replicating human two-fingered grasping motions on the AX12 Smart Robotic Arm. Two-fingered grasping motions are among the most common motions used in everyday life. Examples include picking up a plate from a dishwasher, moving a chess piece, and as we will demonstrate, opening a drawer. In fact, many more(More)
Recently, Industrial Light & Magic has begun exploring facial muscle simulation as a means of augmenting our blendshape-based facial animation workflow in order to attain higher quality results. During this process, we discovered that a precise and accurate model of the underlying facial anatomy is key to obtaining high-quality facial simulation results(More)
For <i>Kong: Skull Island</i>, Industrial Light &#38; Magic created an anatomically motivated facial simulation model for Kong that includes the facial skeleton and musculature. We applied a muscle simulation framework that allowed us to target facial shapes while maintaining desirable physical properties to ensure that the simulations stayed on-model. This(More)
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