Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Marco da Silva is active.

Publication


Featured researches published by Marco da Silva.


symposium on computer animation | 2007

Multiobjective control with frictional contacts

Yeuhi Abe; Marco da Silva; Jovan Popović

Standing is a fundamental skill mastered by humans and animals alike. Although easy for adults, it requires careful and deliberate manipulation of contact forces. The variation in contact configuration (e.g., standing on one foot, on uneven ground, or while holding on for support) presents a difficult challenge for interactive simulation of humans and animals, especially while performing tasks in the presence of external disturbances. We describe an analytic approach for control of standing in three-dimensional simulations based upon local optimization. At any point in time, the control system solves a quadratic program to compute actuation by maximizing the performance of multiple motion objectives subject to constraints imposed by actuation limits and contact configuration. This formulation is suitable for interactive animation and it adapts to the proportions of any character model in any non-planar, frictional contact configuration.


international conference on computer graphics and interactive techniques | 2008

Interactive simulation of stylized human locomotion

Marco da Silva; Yeuhi Abe; Jovan Popović

Animating natural human motion in dynamic environments is difficult because of complex geometric and physical interactions. Simulation provides an automatic solution to parts of this problem, but it needs control systems to produce lifelike motions. This paper describes the systematic computation of controllers that can reproduce a range of locomotion styles in interactive simulations. Given a reference motion that describes the desired style, a derived control system can reproduce that style in simulation and in new environments. Because it produces high-quality motions that are both geometrically and physically consistent with simulated surroundings, interactive animation systems could begin to use this approach along with more established kinematic methods.


international conference on computer graphics and interactive techniques | 2009

Deformable object animation using reduced optimal control

Jernej Barbič; Marco da Silva; Jovan Popović

Keyframe animation is a common technique to generate animations of deformable characters and other soft bodies. With spline interpolation, however, it can be difficult to achieve secondary motion effects such as plausible dynamics when there are thousands of degrees of freedom to animate. Physical methods can provide more realism with less user effort, but it is challenging to apply them to quickly create specific animations that closely follow prescribed animator goals. We present a fast space-time optimization method to author physically based deformable object simulations that conform to animator-specified keyframes. We demonstrate our method with FEM deformable objects and mass-spring systems. Our method minimizes an objective function that penalizes the sum of keyframe deviations plus the deviation of the trajectory from physics. With existing methods, such minimizations operate in high dimensions, are slow, memory consuming, and prone to local minima. We demonstrate that significant computational speedups and robustness improvements can be achieved if the optimization problem is properly solved in a low-dimensional space. Selecting a low-dimensional space so that the intent of the animator is accommodated, and that at the same time space-time optimization is convergent and fast, is difficult. We present a method that generates a quality low-dimensional space using the given keyframes. It is then possible to find quality solutions to difficult space-time optimization problems robustly and in a manner of minutes.


symposium on computer animation | 2007

Guided time warping for motion editing

Eugene Hsu; Marco da Silva; Jovan Popović

Time warping allows users to modify timing without affecting poses. It has many applications in animation systems for motion editing, such as refining motions to meet new timing constraints or modifying the acting of animated characters. However, time warping typically requires many manual adjustments to achieve the desired results. We present a technique which simplifies this process by allowing time warps to be guided by a provided reference motion. Given few timing constraints, it computes a warp that both satisfies these constraints and maximizes local timing similarities to the reference. The algorithm is fast enough to incorporate into standard animation workflows. We apply the technique to two common tasks: preserving the natural timing of motions under new time constraints and modifying the timing of motions for stylistic effects.


Archive | 2004

Storing intra-model dependency information

Frank Sebastian Grassia; Marco da Silva


Archive | 2004

Techniques for automatically maintaining continuity across discrete animation changes

Frank Sebastian Grassia; Thomas Hahn; Malcolm Blanchard; Marco da Silva; Andrew Witkin


Archive | 2004

Techniques for rendering complex scenes

Frank Sebastian Grassia; Marco da Silva; Peter Bernard Demoreuille


Archive | 2004

Techniques for animating complex scenes

Frank Sebastian Grassia; Marco da Silva; Peter Bernard Demoreuille


Archive | 2004

Techniques for processing complex scenes

Frank Sebastian Grassia; Marco da Silva


Archive | 2004

Patch picking methods and apparatus

Robert Russ; Karon A. Weber; Maxwell O. Drukman; Tom Hahn; Marco da Silva; Christopher King

Collaboration


Dive into the Marco da Silva's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Yeuhi Abe

Massachusetts Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Eugene Hsu

Massachusetts Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Jernej Barbič

University of Southern California

View shared research outputs
Researchain Logo
Decentralizing Knowledge