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