Technical Papers
Games & Design
Tuesday, 12 August 2:00 PM - 3:30 PM | Vancouver Convention Centre, East Building, Ballroom B-C Session Chair: Andy Nealen, New York University
Tuesday, 12 August 2:00 PM - 3:30 PM | Vancouver Convention Centre, East Building, Ballroom B-C Session Chair: Andy Nealen, New York University
A method for designing a 3D object that can fold itself into a box or a cube, with a guarantee that the resulting folding/unfolding path is intersection-free. The paper demonstrates results on several input 3D objects and physically fabricatiion using a 3D printer.
Yahan Zhou
University of Massachusetts Amherst
Shinjiro Sueda
Disney Research Boston
Wojciech Matusik
CSAIL MIT
Ariel Shamir
Interdisciplinary Center Herzliya
Introducing several innovative variants on the classic connect-the-dots puzzle. The variants are based on a geometric rule. The approach analyzes what makes a good puzzle and models this mathematically. Also, the paper provides algorithms to generate a puzzle from a given line drawing.
Maarten Löffler
Universiteit Utrecht
Mira Kaiser
Universiteit Utrecht
Tim van Kapel
Universiteit Utrecht
Gerwin Klappe
Universiteit Utrecht
Marc van Kreveld
Universiteit Utrecht
Frank Staals
Universiteit Utrecht
Data-driven animation and rendering require good training data selected from vast state spaces. By learning player models from gameplay analytics, the states that players will most frequently encounter can be predicted. Training data are concentrated around these states, reducing error and visual artifacts.
Matt Stanton
Carnegie Mellon University
Ben Humberston
Carnegie Mellon University
Brandon Kase
Carnegie Mellon University
James O'Brien
University of California, Berkeley
Kayvon Fatahalian
Carnegie Mellon University
Adrien Treuille
Carnegie Mellon University
An algorithm for caustic design that solves for the shape of a surface such that refracted light paints a desired image on a receiver screen. The method supports piecewise smooth surfaces and non-bijective mappings, leading to caustic images with smooth transitions, singularities of infinite light density, and completely black areas.
Yuliy Schwartzburg
École polytechnique fédérale de Lausanne
Romain Testuz
École polytechnique fédérale de Lausanne
Mark Pauly
École polytechnique fédérale de Lausanne
Andrea Tagliasacchi
École polytechnique fédérale de Lausanne
This paper presents a Poisson-based technique for computing smooth surfaces for refractive projection of user-defined caustic patterns. Fabricated transparent objects allow for projecting smooth, natural, and highly detailed caustics.
Yonghao Yue
Columbia University, Japan Society for the Promotion of Science
Kei Iwasaki
Wakayama University, UEI Research
Bing-Yu Chen
National Taiwan University, UEI Research
Yoshinori Dobashi
Hokkaido University, UEI Research
Tomoyuki Nishita
UEI Research, Hiroshima Shudo University