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- Bernd Bickel, Mario Botsch, +4 authors Markus H. Gross
- ACM Trans. Graph.
- 2007

We present a novel multi-scale representation and acquisition method for the animation of high-resolution facial geometry and wrinkles. We first acquire a static scan of the face including reflectance data at the highest possible quality. We then augment a traditional marker-based facial motion-capture system by two synchronized video cameras to track… (More)

- Bernd Bickel, Moritz Bächer, +4 authors Wojciech Matusik
- ACM Trans. Graph.
- 2010

This paper introduces a data-driven process for designing and fabricating materials with desired deformation behavior. Our process starts with measuring deformation properties of base materials. For each base material we acquire a set of example deformations, and we represent the material as a non-linear stress-strain relationship in a finite-element model.… (More)

- Miguel A. Otaduy, Rasmus Tamstorf, Denis Steinemann, Markus H. Gross
- Comput. Graph. Forum
- 2009

We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of heterogeneous objects, all in a unified manner. We achieve dynamicsawareness through a… (More)

- Bernd Bickel, Manuel Lang, Mario Botsch, Miguel A. Otaduy, Markus H. Gross
- Symposium on Computer Animation
- 2008

This paper presents a novel method for real-time animation of highly-detailed facial expressions based on a multi-scale decomposition of facial geometry into <i>large-scale motion</i> and <i>fine-scale details</i>, such as expression wrinkles. Our <i>hybrid animation</i> is tailored to the specific characteristics of large- and fine-scale facial… (More)

- Miguel A. Otaduy, Ming C. Lin
- Symposium on Geometry Processing
- 2003

We present “contact levels of detail” (CLOD), a novel concept for multiresolution collision detection. Given a polyhedral model, our algorithm automatically builds a “dual hierarchy”, both a multiresolution representation of the original model and its bounding volume hierarchy for accelerating collision queries. We have proposed various error metrics,… (More)

- Bernd Bickel, Moritz Bächer, Miguel A. Otaduy, Wojciech Matusik, Hanspeter Pfister, Markus H. Gross
- ACM Trans. Graph.
- 2009

This paper introduces a data-driven representation and modeling technique for simulating non-linear heterogeneous soft tissue. It simplifies the construction of convincing deformable models by avoiding complex selection and tuning of physical material parameters, yet retaining the richness of non-linear heterogeneous behavior. We acquire a set of example… (More)

- Miguel A. Otaduy, Ming C. Lin
- WHC
- 2005

In this paper we present a novel approach for simulating the rigid body dynamics of a haptically manipulated object using implicit integration. Our formulation requires the linearization of contact and manipulation forces, and it provides higher stability and responsiveness than previous methods. The linearization of contact forces, coupled with fast,… (More)

- Miguel A. Otaduy, Ming C. Lin
- ACM Trans. Graph.
- 2003

We introduce a novel "sensation preserving" simplification algorithm for faster collision queries between two polyhedral objects in haptic rendering. Given a polyhedral model, we construct a multiresolution hierarchy using "filtered edge collapse", subject to constraints imposed by collision detection. The resulting hierarchy is then used to compute fast… (More)

- Denis Steinemann, Miguel A. Otaduy, Markus H. Gross
- Symposium on Computer Animation
- 2006

We present a novel algorithm for efficiently splitting deformable solids along arbitrary piecewise linear crack surfaces in cutting and fracture simulations. We propose the use of a meshless discretization of the deformation field, and a novel visibility graph for fast update of shape functions in meshless discretizations. We decompose the splitting… (More)

- Avneesh Sud, Miguel A. Otaduy, Dinesh Manocha
- Comput. Graph. Forum
- 2004

We present an algorithm for fast computation of discretized 3D distance fields using graphics hardware. Given a set of primitives and a distance metric, our algorithm computes the distance field for each slice of a uniform spatial grid by rasterizing the distance functions of the primitives. We compute bounds on the spatial extent of the Voronoi region of… (More)