Andrew Selle

Andrew Selle
Disney Research

Doctor of Philosophy

About

34
Publications
11,933
Reads
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2,449
Citations
Citations since 2016
2 Research Items
1384 Citations
2016201720182019202020212022050100150200250300
2016201720182019202020212022050100150200250300
2016201720182019202020212022050100150200250300
2016201720182019202020212022050100150200250300

Publications

Publications (34)
Article
We present a novel approach to guiding physically based particle simulations using boundary conditions. Unlike commonly used ad hoc particle techniques for adding and removing the material from a simulation, our approach is principled by utilizing the concept of volumetric flux. Artists are provided with a simple yet powerful primitive called a flu...
Conference Paper
Simulating the physical behaviors of deformable objects and fluids has been an important topic in computer graphics. While the Lagrangian Finite Element Method (FEM) is widely used for elasto-plastic solids, it usually requires additional computational components in the case of large deformation, mesh distortion, fracture, self-collision and coupli...
Conference Paper
Full-text available
Hybrid Lagrangian/Eulerian simulation is commonplace in computer graphics for fluids and other materials undergoing large deformation. In these methods, particles are used to resolve transport and topological change, while a background Eulerian grid is used for computing mechanical forces and collision responses. Particle-in-Cell (PIC) techniques,...
Patent
Full-text available
A method is provided for a streaming hierarchy traversal renderer with particular application for feature films and other demanding content creation using scenes of high complexity that cannot fit in memory. The renderer organizes scene geometry into a spatial hierarchy, generates directional queries to be traced in the spatial hierarchy, performs...
Patent
Full-text available
A computer graphic system and methods for simulating hair is provided. In accordance with aspects of the disclosure a method for hybrid hair simulation using a computer graphics system is provided. The method includes generating a plurality of modeled hair strands using a processor of the computer graphics system. Each hair strand includes a plural...
Article
In this paper, we introduce a novel material point method for heat transport, melting and solidifying materials. This brings a wider range of material behaviors into reach of the already versatile material point method. This is in contrast to best-of-breed fluid, solid or rigid body solvers that are difficult to adapt to a wide range of materials....
Patent
Full-text available
Methods and systems for dynamically and collaboratively generating software documentation are described. In particular, methods and systems provide for in-context authoring, identification, and presentation of software documentation based on one or more determined contexts. For example, methods and systems enable a computing device to identify one...
Article
Ray-traced global illumination (GI) is becoming widespread in production rendering but incoherent secondary ray traversal limits practical rendering to scenes that fit in memory. Incoherent shading also leads to intractable performance with production-scale textures forcing renderers to resort to caching of irradiance, radiosity, and other values t...
Article
Snow is a challenging natural phenomenon to visually simulate. While the graphics community has previously considered accumulation and rendering of snow, animation of snow dynamics has not been fully addressed. Additionally, existing techniques for solids and fluids have difficulty producing convincing snow results. Specifically, wet or dense snow...
Article
Photon-density estimation techniques are a popular choice for simulating light transport in scenes with complicated geometry and materials. This class of algorithms can be used to accurately simulate inter-reflections, caustics, color bleeding, scattering in participating media, and subsurface scattering. Since its introduction, photon-density esti...
Conference Paper
Full-text available
We implemented the recent Photon Beams [Jarosz et al. 2011] algorithm in Photorealistic RenderMan to efficiently render artistically-directed volumetric lighting effects for the feature-length animated movie Tangled [Nowrouzezahrai et al. 2011]. Photon beams generalize volumetric photon mapping by storing the entire path of a photon instead of just...
Conference Paper
Full-text available
Much like the character animation in Tangled, the goal of the dam break sequence was to bring classic Disney 2D sensibilities to CG effects. Hand-drawn effects animation in films such as Pinocchio and Fantasia served as inspiration. The water shapes drawn in these films were very stylized yet conveyed recognizable forms of nature (see e.g. figure 2...
Article
The plot of "Tangled" required visual effects to show the magic flower transforming into a life-giving soup without destroying the essence of its power, allowing Rapunzel's birth.
Article
We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice. Within this framework we enforce positive definiteness of...
Article
Full-text available
We present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results. Our system mimics the way experienced artists think about volumetric effects by using an intuitive lighting primitive, and decoupling the modeling and shading of this primitive. To accomplish this, we generalize the physic...
Article
The creation of the Tangled waterfall, from artist concept to final CG imagery.
Article
Creating stylized trees with hundreds of thousands of leaves is typically a painstaking task that requires hours of artist time. In Walt Disney's animated feature film Tangled, we faced the challenge of populating dense forests with animated trees on which artists could quickly iterate to meet an art-directed look. We designed a system of authoring...
Article
Full-text available
Turbulent vortices in fluid flows are crucial for a visually interesting appearance. Although there has been a significant amount of work on turbulence in graphics recently, these algorithms rely on the underlying simulation to resolve the flow around objects. We build upon work from classical fluid mechanics to design an algorithm that allows us t...
Article
Full-text available
Hair simulation remains one of the most challenging aspects of cre- ating virtual characters. Most research focuses on handling the massive geometric complexity of hundreds of thousands of inter- acting hairs. This is accomplished either by using brute force sim- ulation or by reducing degrees of freedom with guide hairs. This paper presents a hybr...
Article
Full-text available
In this paper we simulate high resolution cloth consisting of up to 2 million triangles which allows us to achieve highly detailed folds and wrinkles. Since the level of detail is also influenced by object collision and self collision, we propose a more accurate model for cloth-object friction. We also propose a robust history-based repulsion/colli...
Conference Paper
Modeling the geometry of solid materials cracking and shattering into elaborately shaped pieces is a painstaking task, which is often impractical to tune by hand when a large number of fragments are produced. In Walt Disney's animated feature film Bolt, cracking and shattering objects were prominent visual elements in a number of action sequences....
Article
Our goal is to simulate the full hair geometry, consisting of ap- proximately one hundred thousand hairs on a typical human head. This will require scalable methods that can simulate every hair as opposed to only a few guide hairs. Novel to this approach is that the individual hair/hair interactions can be modeled with physical parameters (friction...
Article
Full-text available
The back and forth error compensation and correction (BFECC) method advects the solution forward and then backward in time. The result is compared to the original data to estimate the error. Although inappropriate for parabolic and other non-reversible par- tial differential equations, it is useful for often troublesome advec- tion terms. The error...
Article
Full-text available
We explore the emerging application area of physics-based simulation for computer animation and visual special effects. In particular, we examine its parallelization potential and characterize its behavior on a chip multiprocessor (CMP). Applications in this domain model and simulate natural phenomena, and often direct visual components of motion p...
Conference Paper
We explore the emerging application area of physics-based simulation for computer animation and visual special effects. In particular, we examine its parallelization potential and characterize its behavior on a chip multiprocessor (CMP). Applications in this domain model and simulate natural phenomena, and often direct visual components of motion p...
Article
Full-text available
The particle level set method has proven successful for the simulation of two separate regions (such as water and air, or fuel and products). In this paper, we propose a novel approach to extend this method to the simulation of as many regions as desired. The various regions can be liquids (or gases) of any type with differing viscosities, densitie...
Conference Paper
Full-text available
We present a physically based system for creating animations of novel words and phrases from text and audio input based on the analysis of motion captured speech examples. Leading image based techniques exhibit photo-real quality, yet lackversatility especially withregard to interactions withthe environment. Data driven approachesthat use motion ca...
Article
Full-text available
Vorticity confinement reintroduces the small scale detail lost when using efficient semi-Lagrangian schemes for simulating smoke and fire. However, it only amplifies the existing vorticity, and thus can be insufficient for highly turbulent effects such as explosions or rough water. We introduce a new hybrid technique that makes synergistic use of L...
Article
Full-text available
We present a novel method for solid/fluid coupling that can treat infinitesimally thin solids modeled by a lower dimensional triangulated surface. Since classical solid/fluid coupling algorithms rasterize the solid body onto the fluid grid, an entirely new approach is required to treat thin objects that do not contain an interior region. Robust ray...
Article
Full-text available
We describe a technique for generating cartoon style animations of smoke. Our method takes the output of a physically-based simulator and uses it to drive particles that are rendered using a variant of the depth differences technique (originally used for rendering trees). Specific issues we address include the placement and evolution of primitives...
Article
Full-text available
A numerical method for the computation of the Singular Value De-composition of 3 × 3 matrices is presented. The proposed method-ology robustly handles rank-deficient matrices and guarantees or-thonormality of the computed rotational factors. The algorithm is tailored to the characteristics of SIMD or vector processors. In par-ticular, it does not r...
Article
Full-text available
This paper introduces a method for interactive direct manipulation of motion capture animation. The technique allows a user to alter positional properties of a motion in a manner that preserves the motions' quality. We introduce a a hybrid control scheme that allows different regions of motion clips to be altered in ways appropriate to their flexib...

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