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

Boxelization: Folding 3D Objects Into Boxes

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

The Connect-the-Dots Family of Puzzles: Design and Automatic Generation

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

Self-Refining Games Using Player Analytics

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

High-Contrast Computational Caustic Design

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

Poisson-Based Continuous-Surface Generation for Goal-Based Caustics

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