Activity
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↫↫↫↫↫ ᴛʜᴇ ᴜɴɪᴛʏ ᴄᴀsᴇ ↬↬↬↬↬ Unity is currently making headlines, and not in the best of ways : - The 𝐂𝐄𝐎 𝐉𝐨𝐡𝐧 𝐑𝐢𝐜𝐜𝐢𝐭𝐢𝐞𝐥𝐥𝐨 retiring…
↫↫↫↫↫ ᴛʜᴇ ᴜɴɪᴛʏ ᴄᴀsᴇ ↬↬↬↬↬ Unity is currently making headlines, and not in the best of ways : - The 𝐂𝐄𝐎 𝐉𝐨𝐡𝐧 𝐑𝐢𝐜𝐜𝐢𝐭𝐢𝐞𝐥𝐥𝐨 retiring…
Liked by Larry Cutler
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So wonderful to enjoy #thebadguys with a family & friends audience at Universal Studios today 😁
So wonderful to enjoy #thebadguys with a family & friends audience at Universal Studios today 😁
Liked by Larry Cutler
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I am so humbled and proud to watch our little tree blossom into such a beautiful film that was just released on HBO Max and is shortlisted for the…
I am so humbled and proud to watch our little tree blossom into such a beautiful film that was just released on HBO Max and is shortlisted for the…
Shared by Larry Cutler
Publications
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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.
Other authors -
From "Shrek" to "Shrek the Third": Evolution of CG Characters in the "Shrek" Films
Siggraph
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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.
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LibEE: a Multithreaded Dependency Graph for Character Animation
Digital Production Symposium (DigiPro) '12
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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
Other authorsSee publication -
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
Projects
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Shrek Franchise
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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.
Other creatorsSee project
More activity by Larry
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I want to announce that I have launched my own animation Studio in Toronto. After working more than 18 years in this industry, I have decided to…
I want to announce that I have launched my own animation Studio in Toronto. After working more than 18 years in this industry, I have decided to…
Liked by Larry Cutler
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