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Dive into the research topics where Stephen Chenney is active.

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Featured researches published by Stephen Chenney.


symposium on computer animation | 2004

Flow tiles

Stephen Chenney

We present <i>flow tiles</i>, a novel technique for representing and designing velocity fields. Unlike existing procedural flow generators, tiling offers a natural user interface for field design. Tilings can be constructed to meet a wide variety of external and internal boundary conditions, making them suitable for inclusion in larger environments. Tiles offer memory savings through the re-use of prototypical elements. Each flow tile contains a small field and many tiles can be combined to produce large flows. The corners and edges of tiles are constructed to ensure continuity across boundaries between tiles. In addition, all our tiles and the resulting titing are divergence-free and hence suitable for representing a range of effects. We discuss issues that arise in designing flow tiles, algorithms for creating tilings, and three applications: a crowd on city streets, a river flowing between banks, and swirling fog. The first two applications use stationary fields, while the latter demonstrates a dynamic field.


eurographics | 2004

Scalable behaviors for crowd simulation

Mankyu Sung; Michael Gleicher; Stephen Chenney

Crowd simulation for virtual environments offers many challenges centered on the trade‐offs between rich behavior, control and computational cost. In this paper we present a new approach to controlling the behavior of agents in a crowd. Our method is scalable in the sense that increasingly complex crowd behaviors can be created without a corresponding increase in the complexity of the agents. Our approach is also more authorable; users can dynamically specify which crowd behaviors happen in various parts of an environment. Finally, the character motion produced by our system is visually convincing. We achieve our aims with a situation‐based control structure. Basic agents have very limited behaviors. As they enter new situations, additional, situation‐specific behaviors are composed on the fly to enable agents to respond appropriately. The composition is done using a probabilistic mechanism. We demonstrate our system with three environments including a city street and a theater.


international conference on computer graphics and interactive techniques | 2000

Sampling plausible solutions to multi-body constraint problems

Stephen Chenney; David A. Forsyth

Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a users preferences before they have seen the available solutions. In this paper we extend simulation models to include plausible sources of uncertainty, and then use a Markov chain Monte Carlo algorithm to sample multiple animations that satisfy constraints. A user can choose the animation they prefer, or applications can take direct advantage of the multiple solutions. Our technique is applicable when a probability can be attached to each animation, with “good” animations having high probability, and for such cases we provide a definition of physical plausibility for animations. We demonstrate our approach with examples of multi-body rigid-body simulations that satisfy constraints of various kinds, for each case presenting animations that are true to a physical model, are significantly different from each other, and yet still satisfy the constraints.


symposium on computer animation | 2005

Group motion graphs

Yu-Chi Lai; Stephen Chenney; Shaohua Fan

We introduce Group Motion Graphs, a data-driven animation technique for groups of discrete agents, such as flocks, herds, or small crowds. Group Motion Graphs are conceptually similar to motion graphs constructed from motion-capture data, but have some important differences: we assume simulated motion; transition nodes are found by clustering group configurations from the input simulations: and clips to join transitions are explicitly constructed via constrained simulation. Graphs built this way offer known bounds on the trajectories that they generate, making it easier to search for particular output motions. The resulting animations show realistic motion at significantly reduced computational cost compared to simulation, and improved control.


non-photorealistic animation and rendering | 2002

Simulating cartoon style animation

Stephen Chenney; Mark Pingel; Rob Iverson; Marcin Szymanski

Traditional hand animation is in many cases superior to simulated motion for conveying information about character and events. Much of this superiority comes from an animators ability to abstract motion and play to human perceptual effects. However, experienced animators are difficult to come by and the resulting motion is typically not interactive. On the other hand, procedural models for generating motion, such as physical simulation, can create motion on the fly but are poor at stylizing movement. We start to bridge this gap with a technique that creates cartoon style deformations automatically while preserving desirable qualities of the objects appearance and motion. Our method is focused on squash-and-stretch deformations based on the velocity and collision parameters of the object, making it suitable for procedural animation systems. The user has direct control of the objects motion through a set of simple parameters that drive specific features of the motion, such as the degree of squash and stretch. We demonstrate our approach with examples from our prototype system.


interactive 3d graphics and games | 1997

View-dependent culling of dynamic systems in virtual environments

Stephen Chenney; David A. Forsyth

Culling of Dynamic Systems in Virtual Environments Stephen Chenney David Forsyth* University of California at Berkeley Scalable rendering of virtual environments requires culling objects that have no etTect on the view. This paper explores culling moving objects by not solving the equations of motion of objects that don’t tiect the view. While this approach could be scalable for many kinds of environments, it raises two problems: consistency ensuring that objects that come back into view do so in the right state and completeness ensuring that objects that would have entered the view volume as a result of their motions, do so. Solutions to these problems lie in studying the statistics of the motion of objects. We show strategies for addressing the problem of consistency, with a number of examples that illustrate both the difficulties involved in, and the potential gains to be obtained by, formulating a comprehensive approach. CR Descriptors: 1.3.7 [Computer Graphics]: ThreeDimensional Graphi@ and Realism Virtual reality 1.6.5 [Simulation and Modeling]: Model Development Modeling methodologies 1.6.8 [Simulation and Modeling]: Types of Simulation Animation


non-photorealistic animation and rendering | 2004

Cartoon rendering of smoke animations

Andrew Selle; Alex Mohr; Stephen Chenney

We describe a technique for generating cartoon style animations of smoke. Our method takes the output of a physically-based simulator and uses it to drive particles that are rendered using a variant of the depth differences technique (originally used for rendering trees). Specific issues we address include the placement and evolution of primitives in the flow and the maintenance of temporal coherence. The results are visually simple, flicker-free animations that convey the turbulent, dynamic nature of the gas with simple outlines.


eurographics symposium on rendering techniques | 2005

Metropolis photon sampling with optional user guidance

Shaohua Fan; Stephen Chenney; Yu-Chi Lai

We present Metropolis Photon Sampling (MPS), a visual importance-driven algorithm for populating photon maps. Photon Mapping and other particle tracing algorithms fail if the photons are poorly distributed. Our approach samples light transport paths that join a light to the eye, which accounts for the viewer in the sampling process and provides information to improve photon storage. Paths are sampled with a Metropolis-Hastings algorithm that exploits coherence among important light paths. We also present a technique for including user selected paths in the sampling process without introducing bias. This allows a user to provide hints about important paths or reduce variance in specific parts of the image. We demonstrate MPS with a range of scenes and show quantitative improvements in error over standard Photon Mapping and Metropolis Light Transport.


eurographics symposium on rendering techniques | 2007

Photorealistic image rendering with population monte carlo energy redistribution

Yu-Chi Lai; Shaohua Fan; Stephen Chenney; Charcle Dyer

This work presents a novel global illumination algorithm which concentrates computation on important light transport paths and automatically adjusts energy distributed area for each light transport path. We adapt statistical framework of Population Monte Carlo into global illumination to improve rendering efficiency. Information collected in previous iterations is used to guide subsequent iterations by adapting the kernel function to approximate the target distribution without introducing bias into the final result. Based on this framework, our algorithm automatically adapts the amount of energy redistribution at different pixels and the area over which energy is redistributed. Our results show that the efficiency can be improved by exploring the correlated information among light transport paths.


IEEE Computer Graphics and Applications | 1999

Dynamics modeling and culling

Stephen Chenney; Jeffrey Ichnowski; David A. Forsyth

The tools described, permit including large numbers of complex dynamic models in a VRML world easily and efficiently while maintaining high frame rates. We describe three tools that together provide an environment for authoring cullable, dynamic, rigid-body objects in VRML and Java: a code transformation tool that exploits approximations to dynamical systems to enable culling; a runtime layer generator, which defines a simple standard interface between a VRML browser and dynamical systems described in Java; a rigid-body modeler, which allows users to interactively design the runtime layer and preview the dynamic behavior. The article describes these tools, including some example systems, and discusses the runtime performance improvements obtained. Our tools are applicable if the spatial range of the dynamic model can be bounded by a static volume, the model is closed to outside influence, the underlying equations are continuous, and the dimension (number of degrees of freedom) of the system is small. Note that while the article focuses on VRML and Java as the target environment, the underlying techniques apply to any rendering and language environment.

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Shaohua Fan

University of Wisconsin-Madison

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Yu-Chi Lai

National Taiwan University of Science and Technology

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Mankyu Sung

University of Wisconsin-Madison

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Michael Gleicher

University of Wisconsin-Madison

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Okan Arikan

University of California

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Alex Mohr

University of Wisconsin-Madison

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Andrew Selle

Walt Disney Animation Studios

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Charcle Dyer

University of Wisconsin-Madison

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