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Performance Evaluation in Laparoscopic Surgery
V. Nistor, B. Allen, G. P. Carman, P. Faloutsos, E. Dutson. "Haptic guided telementoring and videoconferencing system for laparoscopic surgery," Proceedings of the SPIE 14th International Symposium Smart Structures and Materials & Nondestructive Evaluation and Health Monitoring, San Diego, CA, 18-23 March 2007.
V. Nistor, B. Allen, G. P. Carman, P. Faloutsos, E. Dutson. "Haptic guidance for laparoscopic surgery immersive training and mentoring," Medicine Meets Virtual Reality 15: in vivo, in vitro, in silico: Designing the next in Medicine, Long Beach, CA, 6-9 February 2007.
Automated performance evaluation of laparoscopic surgery currently requires the surgeon
to operate in a simulated VR-style environment. These environments lack fidelity,
especially in terms of haptic senses, during the simulation of physically complex tasks,
such as suturing. By placing miniaturized positional sensors directly inside working
laparoscopic tools, we allow precise tracking of tool motion, potentially even in vivo,
through the full range of surgical tasks. Stastical and evolutionary machine learning
techniques automatically classify motions into subtasks, which can then be compared
to the motions of experts performing the same subtasks.
Our approach greatly increases both the range of evaluative tasks,
and the accuracy of the evaluation.
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"SIMD Packet Techniques for Photon Mapping",
Shawn Singh, Petros Faloutsos, IEEE/EG Symposium on Interactive Ray Tracing 2007, to appear.
PDF
We present a novel photon mapping framework that uses Single Instruction,
Multiple Data (SIMD) parallelism to accelerate the final
gathering phase of photon mapping. By using SIMD instructions,
four coherent tasks can be computed in parallel using almost the
same memory traffic as it would cost to process one task alone.
This approach has been very successful for real-time ray tracing,
but until now it has been unclear how to effectively apply the same
approach to final gathering. Our solution is to use sample-point
density estimation instead of k-nearest neighbor density estimation,
a technique drawn from reverse photon mapping. Sample-point estimation
removes the overheads that make SIMD instructions impractical,
while retaining the same benefits and image quality as
traditional photon mapping.
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"Fool Me Twice: Exploring and Exploiting Error Tolerance in Physics-Based Animation",
Tom Yeh, Sanjay Patel, Petros Faloutsos, Glenn Reinman,
ACM Transactions on Graphics, accepted with revisions, 2007.
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The error tolerance of human perception offers a range of opportunities
to trade numerical accuracy for performance in physics-based
simulation. However, most previous approaches either focus exclusively
on understanding the tolerance of the human visual system
or burden the application developer with case-specific implementations.
In this paper, based on a detailed set of perceptual metrics, we
propose a methodology to identify the maximum error tolerance of
physics simulation. Then, we apply this methodology in the evaluation
of two techniques. The first is the hardware optimization
technique of precision reduction which reduces the size of floating
point units (FPUs), allowing more of them to occupy the same silicon
area. The increased number of FPUs can significantly improve
the performance of future physics accelerators. A key benefit of our
approach is that it is transparent to the application developer. The
second is the software optimization of choosing the largest timestep
for simulation.
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"Sketching Facial Expressions",
Gabriele Nataneli, Petros Faloutsos, ACM SIGGRAPH Sketch, 2007.
PDF
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We present an innovative sketch-based interface for driving facial
expressions. Unlike existing solutions
our approach relies on recognition and constructs a semantically
relevant representation of a sketched face. This representation is
parameterized and used to drive a facial model. The main appeal of
our method is that the interface is completely decoupled from the
underlying facial model that is used. Therefore one single interface
is capable of driving a variety of different models both 2D and 3D.
The connection between our tool and the face model is defined by
a library of template strokes that can be generated with ease.
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"Flipping with Physics: Motion Editing for Acrobatics",
Anna Majkowska, Petros Faloutsos, ACM SIGGRAPH / Eurographics
Symposium on Computer Animation, 2007
PDF
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Complex acrobatic stunts, such as double or triple flips, can be performed only by highly skilled athletes. On the
other hand, simpler tricks, such as single-flip jumps, are relatively easy to master.We present a method for creating
complex, multi-flip ballistic motions from simple, single-flip jumps. Our approach also allows an animator to interact
with the system by introducing modifications to a ballistic phase of a motion. Our method automatically adjusts
motion trajectories, to assure physical validity of the motion after the modifications. The presented technique is
efficient and produces physically valid results without resorting to computationally expensive optimization. To validate
our approach we present the results of a study of user sensitivity to errors in angular momentum and take-off
angle. The study shows that small changes of these parameters introduced by our method are not perceptible to a
viewer.
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"On the Beat! Timing and Tension for Dynamic Characters", Brian Allen, Derek Chu,
Ari Shapiro, Petros Faloutsos, ACM SIGGRAPH / Eurographics
Symposium on Computer Animation, 2007.
PDF
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Dynamic simulation is a promising complement to kinematic motion synthesis, particularly in cases where simulated
characters need to respond to unpredictable interactions. Moving beyond simple rag-doll effects, though,
requires dynamic control. The main issue with dynamic control is that there are no standardized techniques that
allow an animator to precisely specify the timing of the motion while still providing natural response to external
disturbances. The few proposed techniques that address this problem are based on heuristically or manually
tuning proportional-derivative (PD) control parameters and do not generalize easily.
We propose an approach to dynamic character control that is able to honor timing constraints, to provide naturallooking
motion and to allow for realistic response to perturbations. Our approach uses traditional PD control
to interpolate between key-frames. The key innovation is that the parameters of the PD controllers are computed
for each joint analytically. By continuously updating these parameters over time, the controller is able to respond
naturally to both external perturbations and changes in the state of the character.
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"A Dynamic Controller Toolkit", Derek Chu, Ari Shapiro, Brian Allen,
Petros Faloutsos, in ACM SIGGRAPH Video Game Symposium (Sandbox), pp. 15-20, 2007.
PDF
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We introduce a toolkit for creating dynamic controllers for articulated
characters under physical simulation.
Our toolkit allows users
to create dynamic controllers for interactive or offline use through
a combination of both visual and scripting tools. Users can design
controllers by specifying keyframe poses, using a high-level
scripting language, or by manipulating the rules of physics through
a group of helper functions that can temporarily modify the environment
in order to make the desired animation more feasible
under physical simulation. The goal of the toolkit is to integrate
dynamic control methods into a usable interactive system for noncomputer
scientists and non-roboticists, and provide the means to
quickly generate physically based motion.
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"Automatic Splicing for Hand and Body Animations",Anna Majkowska,
Victor Zordan, Petros Faloutsos, ACM SIGGRAPH / Eurographics Symposium on Computer Animation,
2006.
PDF
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We propose a solution to a new problem in animation research: how to use human motion capture data to create
character motion with detailed hand gesticulation without the need for the simultaneous capture of hands and the
full-body. Occlusion and a difference in scale make it difficult to capture both the detail of the hand movement and
unrestricted full-body motion at the same time. With our method, the two can be captured separately and spliced
together seamlessly with little or no user input required. The algorithm relies on a novel distance metric derived
from research on gestures and uses a two-pass dynamic time warping algorithm to find correspondence between
the hand and full-body motions. In addition, we provide a method for supplying user input, useful to animators who
want more control over the integrated animation. We show the power of our technique with a variety of common
and highly specialized gesticulation examples.
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"Style Components", Ari Shapiro, Yong Cao, Petros Faloutsos,
In Proceedings of Graphics Interface 2006.
PDF
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We propose a novel method for interactive editing of motion data
based on motion decomposition. Our method employs Independent
Component Analysis (ICA) to separate motion data into visually
meaningful components called style components. The user then
interactively identies suitable style components and manipulates
them based on a proposed set of operations. In particular, the user
can transfer style components from one motion to another in order
to create new motions that retain desirable aspects of the style and
expressiveness of the original motion. For example, a clumsy walking
motion can be decomposed so as to separate the clumsy nature
of the motion from the underlying walking pattern. The clumsy
style component can then be applied to a running motion, which
will then yield a clumsy-looking running motion. Our approach is
simple, efcient and intuitive since the components are themselves
motion data. We demonstrate that the proposed method can serve
as an effective tool for interactive motion analysis and editing.
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"Expressive Speech-Driven Facial Animation",Yong Cao,Wen C. Tien, Petros Faloutsos,
Fred Pighin, ACM Transactions on Graphics, Volume 24, Issue 4, 1283-1302, October 2005.
PDF
Speech-driven facial motion synthesis is a well explored research topic. However, little has been
done to model expressive visual behavior during speech. We address this issue using a machine
learning approach that relies on a database of speech related high fidelity facial motions. From this
training set, we derive a generative model of expressive facial motion that incorporates emotion
control while maintaining accurate lip-synching. The emotional content of the input speech can be
manually specified by the user or automatically extracted from the audio signal using a Support
Vector Machine classifier.
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"Real-time Speech Motion Synthesis from Recorded Motions",
Yong Cao, Petros Faloutsos, Eddie Kohler, Fred Pighin,
In Proceedings of ACM SIGGRAPH / Eurographics Symposium on Computer Animation 2004.
PDF
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Data-driven approaches have been successfully used for realistic visual speech synthesis. However, little effort
has been devoted to real-time lip-synching for interactive applications. In particular, algorithms that are based on
a graph of motions are notorious for their exponential complexity. In this paper, we present a greedy graph search
algorithm that yields vastly superior performance and allows real-time motion synthesis from a large database
of motions. The time complexity of the algorithm is linear with respect to the size of an input utterance. In our
experiments, the synthesis time for an input sentence of average length is under a second.
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"Hybrid Control For Interactive Character Animation",
Ari Shapiro, Frederic Pighin, and Petros Faloutsos,Pacific Graphics, 2003.
PDF
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We implement a framework for animating interactive
characters by combining kinematic animation with physical
simulation. The combination of animation techniques
allows the characters to exploit the advantages of each
technique. For example, characters can perform naturallooking
kinematic gaits and react dynamically to unexpected
situations.
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"Unsupervised Learning for Speech Motion Editing",
Yong Cao, Petros Faloutsos, Frederic Pighin,
In Proceedings of ACM SIGGRAPH/Eurographics Symposium on
Computer Animation, 225-231 (2003).
PDF
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We present a new method for editing speech related facial motions. Our method uses an unsupervised learning
technique, Independent Component Analysis (ICA), to extract a set of meaningful parameters without any annotation
of the data. With ICA, we are able to solve a blind source separation problem and describe the original
data as a linear combination of two sources. One source captures content (speech) and the other captures style
(emotion). By manipulating the independent components we can edit the motions in intuitive ways.
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"Composable Controllers for Character Animation",
Petros Faloutsos, Michiel van de Panne and Demetri Terzopoulos,
Los Angeles, August, SIGGRAPH 2001.
PDF
Computer and Graphics 2001 Best Paper Award winning article on the Virtual Stuntman
PDF |
Demos
First use of Support Vector
machines in CG.
An ambitious goal in the area of physics-based computer animation
is the creation of virtual actors that autonomously synthesize
realistic human motions and possess a broad repertoire of lifelike
motor skills. To this end, the control of dynamic, anthropomorphic
figures subject to gravity and contact forces remains a difficult
open problem. We propose a framework for composing controllers
in order to enhance the motor abilities of such figures. A
key contribution of our composition framework is an explicit model
of the "pre-conditions" under which motor controllers are expected
to function properly. We demonstrate controller composition with
pre-conditions determined not only manually, but also automatically
based on Support Vector Machine (SVM) learning theory. We
evaluate our composition framework using a family of controllers
capable of synthesizing basic actions such as balance, protective
stepping when balance is disturbed, protective arm reactions when
falling, and multiple ways of standing up after a fall. We furthermore
demonstrate these basic controllers working in conjunction
with more dynamic motor skills within a prototype virtual stuntperson.
Our composition framework promises to enable the community
of physics-based animation practitioners to easily exchange
motor controllers and integrate them into dynamic characters
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"On Power-Law Relationships of the Internet Topology", Michalis Faloutsos, Petros Faloutsos, Christos Faloutsos, ACM SIGCOMM'99, Cambridge, Massachussets,pp 251-262, 1999
PDF
Most cited document of 1999 according to citeseer 2006.
Despite the apparent randomness of the Internet, we discover some surprisingly simple power-laws of the Internet topology. These power-laws hold for three snapshots of the Internet, between November 1997 and December 1998, despite a 45% growth of its size during that period. We show that our power-laws fit the real data very well resulting in correlation coefficients of 96% or higher.
Our observations provide a novel perspective of the structure of the Internet. The power-laws describe concisely skewed distributions of graph properties such as the node outdegree. In addition, these power-laws can be used to estimate important parameters such as the average neighborhood size, and facilitate the design and the performance analysis of protocols. Furthermore, we can use them to generate and select realistic topologies for simulation purposes.
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"Dynamic Free-Form Deformations for Animation Synthesis",
Petros Faloutsos, Michiel van de Panne, Demetri Terzopoulos,
IEEE Transactions on Visualization and Computer Graphics, Vol. 3, No 3. July-September 1997.
PDF
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Free-form deformations (FFDs) are a popular tool for modeling and keyframe animation. This paper extends the use of
FFDs to a dynamic setting. Our goal is to enable normally inanimate graphics objects, such as teapots and tables, to become
animated, and learn to move about in a charming, cartoon-like manner. To achieve this goal, we implement a system that can
transform a wide class of objects into dynamic characters. Our formulation is based on parameterized hierarchical FFDs
augmented with Lagrangian dynamics, and provides an efficient way to animate and control the simulated characters. Objects are
assigned mass distributions and elastic deformation properties, which allow them to translate, rotate, and deform according to
internal and external forces. In addition, we implement an automated optimization process that searches for suitable control
strategies. The primary contributions of the work are threefold. First, we formulate a dynamic generalization of conventional,
geometric FFDs. The formulation employs deformation modes which are tailored by the user and are expressed in terms of FFDs.
Second, the formulation accommodates a hierarchy of dynamic FFDs that can be used to model local as well as global
deformations. Third, the deformation modes can be active, thereby producing locomotion.
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