GVU@SIGGRAPH 2009
TECHNICAL PAPERS AND SESSIONS
Motion Synthesis and Editing (TOG)
Wednesday, 5 August | 8:30 AM - 10:15 AM | Hall E 3
Optimization-Based Interactive Motion Synthesis
A physics-based approach to synthesizing motion of a responsive virtual character in a dynamically varying environment. This framework allows the programmer to specify active control strategies using intuitive kinematic goals that are encoded as objectives and constraints in the optimization problem formulated at each time step.
Sumit Jain Yuting Ye
C. Karen Liu
Georgia Institute of Technology
Character Animation I
Thursday, 6 August | 8:30 AM - 10:15 AM | Hall E 1-2
Dextrous Manipulation From a Grasping Pose
This paper describes an automatic algorithm that takes as input an initial grasping pose and partial object trajectory, and produces as output a physically plausible hand animation that effects the desired manipulation.
C. Karen Liu
Georgia Institute of Technology
Performance-Based Control Interface for Character Animation
A system that directly uses human motion performance to provide a radically different, and much more expressive interface for controlling virtual characters.
Satoru Ishigaki
Timothy White
Georgia Institute of Technology
Victor Zordan
University of California, Riverside
C. Karen Liu
Georgia Institute of Technology
Modeling and Rendering of Dynamic Shapes (TOG)
Thursday, 6 August | 1:45 PM - 3:30 PM | Hall E 3
Fitting Solid Meshes to Animated Surfaces Using Linear Elasticity
Computing correspondence between time frames of an animated 3D surface is essential for understanding its motion. This paper presents a method that can produce correspondence information for objects that do not undergo large volume or topological changes, such as living creatures, based on linear elasticity with rotation compensation.
Jaeil Choi
Georgia Institute of Technology
Andrzej Szymczak
Colorado School of Mines
Meshing
Friday, 7 August | 8:30 AM - 10:15 AM | Hall E 1-2
Deforming Meshes That Split and Merge
A method for accurately tracking the moving surface of deformable materials, represented by a triangle mesh, in a manner that gracefully handles topological changes. In regions where topological events are detected, the method inserts a simplified surface created with a standard isosurface-creation method.
Chris Wojtan
Georgia Institute of Technology
Nils Thuerey Markus
Gross ETH Zürich
Greg Turk
Georgia Institute of Technology
Physically Based Modeling: From Contact to Capture
Friday, 7 August | 1:45 PM - 3:30 PM | Hall E 1-2
Physically Guided Liquid Surface Modeling From Videos
This paper presents an image-based reconstruction framework to model real liquid scenes captured by stereoscopic video. The algorithm combines stereo reconstruction with automatically calculated, physically based constraints, which allows effective modeling of complex and dynamic objects such as fluids.
Huamin Wang
Georgia Institute of Technology
Miao Liao
University of Kentucky
Qing Zhang
University of Kentucky
Ruigang Yang
University of Kentucky
Greg Turk
Georgia Institute of Technology
GAME PAPERS AND SESSIONS
Supporting Social and Persuasive Play
Tuesday, 4 August | 8:30 AM - 10:15 AM | Room 260-262
Using Influence and Persuasion to Shape Player Experiences

The results of a pilot study indicating the effectiveness of using social-psychological influences to guide players' decisions in a choose-your-own-adventure-style online story.
David Roberts
Merrick Furst
Charles Isbell
Brian Dorn
Georgia Institute of Technology
Kinesthetic Movement in Games II
Thursday, 6 August | 1:45 PM - 3:30 PM | Auditorium B
Art of Defense: A Collaborative, Handheld Augmented-Reality Board Game

This game uses camera phones as windows onto merged physical and digital spaces, leveraging physical game pieces to combine the social and physical aspects of board games with the continuous simulation of a computer game.
Duy-Nguyen Ta Huynh
Karthik Raveendran
Yan Xu
Kimberly Spreen
Blair MacIntyre
Georgia Institute of Technology
Giving Yourself to the Game: Transferring a Player's Own Movements to Avatars Using Tangible Interfaces

Projecting own-movement onto abstracted self-representations and visual avatars by combining common coding approaches with tangible interfaces and virtual worlds.
Ali Mazalek
Georgia Institute of Technology
Sanjay Chandrasekharan
University of Calgary
Michael Nitsche
Georgia Institute of Technology
Tim Welsh
University of Calgary
Geoff Thomas
Tandav Sanka
Paul Clifton
Georgia Institute of Technology
PANELS
The Art History of Games
Thursday, 6 August | 8:30 AM - 10:15 AM | Auditorium C
This panel explores ideas surrounding games as an art form, the role of technology in the development of games and the relationship among games, the established art world, "fine art" forms, and the cultural traditions of art.
John Sharp
Savannah College of Art and Design
Ian Bogost
Georgia Institute of Technology
Frank Lantz
Area/Code
Michael Nitsche
Georgia Institute of Technology
Peter Weishar
Savannah College of Art and Design
POSTERS
Music
53A. A Visual Beat-Detection System for Grid-Based Interactive Percussion and Synchronization
Trishul Mallikarjuna
Georgia Institute of Technology