Larry Cutler

Larry Cutler

San Francisco Bay Area
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Publications

  • An Art-Directed Wrinkle System for CG Character Clothing and Skin

    Graphical Models

    We present a kinematic system for creating art-directed clothing and skin wrinkles on CG characters used in the production of computer-animated feature films. This system employs a curve-based method for generating wrinkles on reference poses, which are incorporated into a weighted matching algorithm that generates wrinkle deformations on an animated character. An artist creates wrinkle patterns in an interactive application that is intuitive to use and accommodates iterative art direction. The…

    We present a kinematic system for creating art-directed clothing and skin wrinkles on CG characters used in the production of computer-animated feature films. This system employs a curve-based method for generating wrinkles on reference poses, which are incorporated into a weighted matching algorithm that generates wrinkle deformations on an animated character. An artist creates wrinkle patterns in an interactive application that is intuitive to use and accommodates iterative art direction. The algorithm for evaluating wrinkles measures the local stress of a surface and creates weights that are used to interpolate between the reference wrinkle patterns during movement. We discuss various production pipeline issues, such as retargeting wrinkle patterns between different costumes and characters. We extend the approach to achieve believable age wrinkles for character skin. Our system has been used successfully in the production of feature-length animated films.

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  • From "Shrek" to "Shrek the Third": Evolution of CG Characters in the "Shrek" Films

    Siggraph

    We provide unique insights into how "Shrek" characters evolved over three films. We discuss the choices that helped keep the "Shrek" franchise unique, as well as the challenges of constantly adapting to new technical and creative demands.

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  • An Art-Directed Wrinkle System for CG Character Clothing

    Symposium on Computer Animation (SCA) '05

    We present a kinematic system for creating art-directed wrinkles on costumes for CG characters. This system employs a curve-based method for creating wrinkles on reference poses, which are incorporated into a weighted matching algorithm that generates wrinkle deformations on an animated character. The wrinkle creation tool is intuitive to use and accommodates art direction. The user can easily transfer wrinkle patterns to different characters, costumes, and body types. The algorithm for…

    We present a kinematic system for creating art-directed wrinkles on costumes for CG characters. This system employs a curve-based method for creating wrinkles on reference poses, which are incorporated into a weighted matching algorithm that generates wrinkle deformations on an animated character. The wrinkle creation tool is intuitive to use and accommodates art direction. The user can easily transfer wrinkle patterns to different characters, costumes, and body types. The algorithm for evaluating wrinkles measures the local stress of a surface and creates weights that are used to interpolate between the reference wrinkle patterns during movement. This algorithm is robust and efficient, and fits well into a large-scale feature-film production environment.

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  • Character Rigging, Deformations, and Simulations in Film and Game Production

    Siggraph '11

    This course focuses on rigging, deformations, dynamics, and production practices in animation, visual effects and game development. Topics include analysis of performance requirements, motion system set-up, procedural rigging for secondary animation, and efficient extension of techniques over a wide range of primary and secondary characters.

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  • HandJive: a device for interpersonal haptic entertainment

    Conference on Human Factors in Computing Systems (CHI) '98

    The paper describes how we designed and prototyped HandJive, a haptic device for interpersonal entertainment. Handlive is notable because it relies entirely on haptic input and output. The design process included typical steps such as analyzing user needs and performing iterative prototyping and testing. However, developing a haptic interface like HandJive also presented special challenges, such as creating rapid physical prototypes that could withstand abuse, developing a preliminary system of…

    The paper describes how we designed and prototyped HandJive, a haptic device for interpersonal entertainment. Handlive is notable because it relies entirely on haptic input and output. The design process included typical steps such as analyzing user needs and performing iterative prototyping and testing. However, developing a haptic interface like HandJive also presented special challenges, such as creating rapid physical prototypes that could withstand abuse, developing a preliminary system of haptic interaction, and testing haptic interfaces through low-tech prototypes.

    Other authors
    • BJ Fogg
    • Perry Arnold
    • Chris Eisbach
  • LibEE: a Multithreaded Dependency Graph for Character Animation

    Digital Production Symposium (DigiPro) '12

    We have developed a new dependency graph evaluation engine for our next generation in-house animation tool Premo which is designed from the ground up to be very heavily multi-threaded and is thus able to deliver extremely high performance to animators.

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  • The Metanautix Quest Data Compute Engine and Media Applications

    High Performance Transaction Systems (HPTS) '15

    We present the motivations, architecture, and key engineering components for the Metanautix Quest data compute engine. We also present examples using Quest for media processing and applications

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  • Two-Handed Direct Manipulation on the Responsive Workbench

    Symposium on Interactive 3D Graphics (I3D) '97

    We have built a system that allows users to naturally manipulate virtual 3D models with both hands on the Responsive Workbench, a tabletop VR device. Our design is largely based upon Guiard's observations of how humans distribute work between the two hands in the real world. We show how to apply these principles for the workbench environment and describe many issues encountered during the design. We first develop a framework for two-handed interaction and then explore a variety of two-handed 3D…

    We have built a system that allows users to naturally manipulate virtual 3D models with both hands on the Responsive Workbench, a tabletop VR device. Our design is largely based upon Guiard's observations of how humans distribute work between the two hands in the real world. We show how to apply these principles for the workbench environment and describe many issues encountered during the design. We first develop a framework for two-handed interaction and then explore a variety of two-handed 3D tools and interactive techniques. Related issues include how constraints are implemented and controlled by the two hands and how transitions between one-handed and two-handed tasks occur seemlessly. Informal observations of the system in practice show that users can perform navigation and manipulation tasks easily and with little training using the two-handed environment. One of our interesting findings was that users often performed two-handed manipulations by combining two otherwise independent one-handed tools in a synergistic fashion. In these cases, we did not program two-handed behaviors explicitly into the system; instead they emerged naturally.

    Other authors
    • Bernd Frohlich
    • Pat Hanrahan

Projects

  • Shrek Franchise

    -

    The Shrek feature film series and collected shorts comprise a substantial portion of the DreamWorks Animation legacy and continues to provide a touchstone for generations of animation fans. These films pushed the technology of computer animation to new heights while defining the state of the art in what was achievable in CG production.

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