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	<title>Irfan Essa&#039;s Academic Activities &#187; Animation</title>
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	<description>Academic/Professional Activities</description>
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		<title>Paper ISMAR 2009 (IEEE International Symposium on Mixed and Augmented Reality): &#8220;Augmenting Aerial Earth Maps with Dynamic Information&#8221;</title>
		<link>http://prof.irfanessa.com/2009/10/20/paper-2009-in-ismar-ieee-international-symposium-on-mixed-and-augmented-reality-augmenting-aerial-earth-maps-with-dynamic-information/</link>
		<comments>http://prof.irfanessa.com/2009/10/20/paper-2009-in-ismar-ieee-international-symposium-on-mixed-and-augmented-reality-augmenting-aerial-earth-maps-with-dynamic-information/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 23:07:42 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[Computational Journalism]]></category>
		<category><![CDATA[Computational Photography and Video]]></category>
		<category><![CDATA[Kihwan Kim]]></category>
		<category><![CDATA[Modeling and Animation]]></category>
		<category><![CDATA[Papers]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[CnJ]]></category>
		<category><![CDATA[Computer Vision]]></category>
		<category><![CDATA[Crowdsourcing]]></category>

		<guid isPermaLink="false">http://prof.irfanessa.com/?p=556</guid>
		<description><![CDATA[Kihwan Kim, Sangmin Oh, Jeonggyu Lee and Irfan Essa (2009), &#8220;Augmenting Aerial Earth Maps with Dynamic Information,&#8221; In Proceedings of IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Orlando, FL, USA, October 2009 [Project Site, Video (AVI/DiVX), Video (Youtube) Paper (pdf)]. Abstract We introduce methods for augmenting aerial visualizations of Earth (from tools such [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Kihwan Kim, Sangmin Oh, Jeonggyu Lee and Irfan Essa (2009), &#8220;Augmenting Aerial Earth Maps with Dynamic Information,&#8221; In Proceedings of <em>IEEE International Symposium on Mixed and Augmented Reality (ISMAR), </em>Orlando, FL, USA, October 2009 [<a href="http://www.cc.gatech.edu/cpl/projects/augearth/" target="_blank">Project Site</a>, <a href="http://www.kihwan23.com/augearth/augearth_ismar09_kim.avi">Video (AVI/DiVX)</a>, <a href="&lt;http://www.youtube.com/v/TPhttp://www.youtube.com/watch?v=TPk88soc2qw">Video (Youtube)</a><a href="http://www.cc.gatech.edu/cpl/projects/augearth/augearth_ismar_reduce.pdf"> Paper (pdf)</a>].</p>
<p style="text-align: center;"><strong>Abstract</strong></p>
<p style="text-align: justify;">We introduce methods for augmenting aerial visualizations of Earth (from tools such as Google Earth or Microsoft Virtual Earth) with dynamic information obtained from videos. Our goal is to make Augmented Earth Maps that visualize the live broadcast of dynamic sceneries within a city. We propose different approaches to analyze videos of pedestrians and cars, under differing conditions and then augment Aerial Earth Maps (AEMs) with live and dynamic information. We also analyze natural phenomenon (clouds) and project information from these to the AEMs to add the visual reality.</p>
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		<title>Paper (2009) In IEEE Transactions on Visualization and CG &#8220;Fluid Simulation with Articulated Bodies&#8221;</title>
		<link>http://prof.irfanessa.com/2009/06/10/swimmer/</link>
		<comments>http://prof.irfanessa.com/2009/06/10/swimmer/#comments</comments>
		<pubDate>Wed, 10 Jun 2009 12:20:18 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[Greg Turk]]></category>
		<category><![CDATA[Modeling and Animation]]></category>
		<category><![CDATA[Nipun Kwatra]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Motion Capture]]></category>

		<guid isPermaLink="false">http://academics.irfanessa.com/?p=529</guid>
		<description><![CDATA[Nipun Kwatra, Chris Wojtan, Mark Carlson, Irfan A. Essa, Peter J. Mucha, Greg Turk (2009), &#8220;Fluid Simulation with Articulated Bodies&#8220;, IEEE Transactions on Visualization and Computer Graphics, 10 Jun. 2009. IEEE computer Society Digital Library. IEEE Computer Society. [DOI &#124; PDF (see copyright) &#124; Video &#124; Website] Abstract We present an algorithm for creating realistic [...]]]></description>
			<content:encoded><![CDATA[<p>Nipun Kwatra, Chris Wojtan, Mark Carlson, Irfan A. Essa, Peter J. Mucha, Greg Turk (2009), &#8220;<a href="http://www2.computer.org/portal/web/csdl/doi/10.1109/TVCG.2009.66">Fluid Simulation with Articulated Bodies</a>&#8220;, <em>IEEE Transactions on Visualization and Computer Graphics</em>, 10 Jun. 2009. IEEE computer Society Digital Library. IEEE Computer Society. [<a href="&lt;http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.66&gt;" target="_blank">DOI</a> | <a href="http://www.cc.gatech.edu/cpl/projects/swimmer/paper/MF.pdf" target="_blank">PDF</a> (see <a href="./copyright" target="_blank">copyright</a>) | <a href="http://www.cc.gatech.edu/cpl/projects/swimmer/video/MF.avi" target="_blank">Video</a> | <a href="http://www.cc.gatech.edu/cpl/projects/swimmer/" target="_blank">Website</a>]</p>
<p style="text-align: center;"><strong>Abstract</strong></p>
<p style="text-align: justify;">We present an algorithm for creating realistic animations of characters that are swimming through fluids. Our approach combines dynamic simulation with data-driven kinematic motions (motion capture data) to produce realistic animation in a fluid. The interaction of the articulated body with the fluid is performed by incorporating joint constraints with rigid animation and by extending a solid/fluid coupling method to handle articulated chains. Our solver takes as input the current state of the simulation and calculates the angular and linear accelerations of the connected bodies needed to match a particular motion sequence for the articulated body. These accelerations are used to estimate the forces and torques that are then applied to each joint. Based on this approach, we demonstrate simulated swimming results for a variety of different strokes, including crawl, backstroke, breaststroke and butterfly. The ability to have articulated bodies interact with fluids also allows us to generate simulations of simple water creatures that are driven by simple controllers.</p>
<p style="text-align: center;"><img class="size-large wp-image-530  aligncenter" title="teaser" src="http://academics.irfanessa.com/wp-content/uploads/2009/06/teaser-1024x338.jpg" alt="teaser" width="400" /></p>
<p style="text-align: justify;">
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		<title>Paper (2009) In ACM Symposium on Interactive 3D Graphics &#8220;Human Video Textures&#8221;</title>
		<link>http://prof.irfanessa.com/2009/03/01/paper-2009-acm-symposium-on-interactive-human-video-textures/</link>
		<comments>http://prof.irfanessa.com/2009/03/01/paper-2009-acm-symposium-on-interactive-human-video-textures/#comments</comments>
		<pubDate>Sun, 01 Mar 2009 19:43:45 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[ACM SIGGRAPH]]></category>
		<category><![CDATA[Computational Photography and Video]]></category>
		<category><![CDATA[James Rehg]]></category>
		<category><![CDATA[Matt Flagg]]></category>
		<category><![CDATA[Modeling and Animation]]></category>
		<category><![CDATA[Papers]]></category>
		<category><![CDATA[Sing Bing Kang]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Computer Vision]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[Video Textures]]></category>

		<guid isPermaLink="false">http://academics.irfanessa.com/?p=473</guid>
		<description><![CDATA[Matthew Flagg, Atsushi Nakazawa, Qiushuang Zhang, Sing Bing Kang, Young Kee Ryu, Irfan Essa, James M. Rehg (2009), Human Video Textures In Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2009 (I3D ’09), Boston, MA, February 27-March 1 (Fri-Sun), 2009 [PDF (see Copyright) &#124; Video in DiVx &#124; Website ] Abstract This paper describes a data-driven approach for [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.cc.gatech.edu/cpl/projects/humanvideotextures/"></a></p>
<p><a href="http://www.cc.gatech.edu/~mflagg">Matthew Flagg</a>, <a href="http://www.ime.cmc.osaka-u.ac.jp/~nakazawa/wiki/">Atsushi Nakazawa</a>, Qiushuang Zhang, <a href="http://research.microsoft.com/en-us/people/sbkang/">Sing Bing Kang</a>, Young Kee Ryu, <a href="http://www.irfanessa.com/">Irfan Essa</a>, <a href="http://www.cc.gatech.edu/~rehg">James M. Rehg</a> (2009), <a href="http://www.cc.gatech.edu/cpl/projects/humanvideotextures/">Human Video Textures</a> In Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2009 (<a href="http://graphics.cs.williams.edu/i3d09/" target="_blank">I3D ’09</a>), Boston, MA, February 27-March 1 (Fri-Sun), 2009 [<a href="http://www.cc.gatech.edu/cpl/projects/humanvideotextures/HVT.pdf" target="_blank">PDF</a> (see <a href="./copyright" target="_blank">Copyright</a>) | <a href="http://www.cc.gatech.edu/cpl/projects/humanvideotextures/hvt-i3d.avi">Video</a> in DiVx | Website ]</p>
<tbody></tbody>
<p style="text-align: center;"><strong>Abstract</strong></p>
<p style="text-align: justify;">This paper describes a data-driven approach for generating photorealistic animations of human motion. Each animation sequence follows a user-choreographed path and plays continuously by seamlessly transitioning between different segments of the captured data. To produce these animations, we capitalize on the complementary characteristics of motion capture data and video. We customize our capture system to record motion capture data that are synchronized with our video source. Candidate transition points in video clips are identified using a new similarity metric based on 3-D marker trajectories and their 2-D projections into video. Once the transitions have been identified, a video-based motion graph is constructed. We further exploit hybrid motion and video data to ensure that the transitions are seamless when generating animations. Motion capture marker projections serve as control points for segmentation of layers and nonrigid transformation of regions. This allows warping and blending to generate seamless in-between frames for animation. We show a series of choreographed animations of walks and martial arts scenes as validation of our approach.</p>
<div class="wp-caption aligncenter" style="width: 514px"><span style="text-decoration: underline;"><img class="   aligncenter" title="Human Video Textures" src="http://www.cc.gatech.edu/cpl/projects/humanvideotextures/graphics/teaser.png" alt="Example Image from Project" width="504" height="156" /> </span><p class="wp-caption-text">Human Video Textures (Output Rendered as a Collage!)</p></div>
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		<title>Thesis: Gabriel Brostow&#8217;s PhD (2004): &#8220;Novel Skeletal Representation for Articulated Creatures&#8221;</title>
		<link>http://prof.irfanessa.com/2004/04/09/gabriel-brostows-phd-thesis-2004-novel-skeletal-representation-for-articulated-creatures/</link>
		<comments>http://prof.irfanessa.com/2004/04/09/gabriel-brostows-phd-thesis-2004-novel-skeletal-representation-for-articulated-creatures/#comments</comments>
		<pubDate>Fri, 09 Apr 2004 16:17:01 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[Activity Recognition]]></category>
		<category><![CDATA[Gabriel Brostow]]></category>
		<category><![CDATA[Modeling and Animation]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Computer Vision]]></category>

		<guid isPermaLink="false">http://essa.org/irfan/wp/?p=16</guid>
		<description><![CDATA[<p>We define a Spine as a branching axial structure representing the shape and topology of a 3D objects limbs, and capturing the limbs correspondence and motion over time. ... In general, our approach combines the objectives of generalized cylinders, 3D scanning, and markerless motion capture to generate baseline models from real puppets, animals, and human subjects.</p>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://mi.eng.cam.ac.uk/~gjb47/" target="_blank">Gabriel Brostow</a> (2004), <a href="http://smartech.gatech.edu/handle/1853/5236">&#8220;Novel Skeletal Representation for Articulated Creatures&#8221;</a> PhD Thesis, Georgia Institute of Technology, College of Computing. (Advisor: Irfan Essa) [<a href="http://www.cc.gatech.edu/cpl/projects/spines/Thesis/Gabriel_Brostow_PhDThesis.pdf">PDF</a>] [<a href="http://hdl.handle.net/1853/5236" target="_blank">URI</a>]<strong>Abstract</strong>This research examines an approach for capturing 3D surface and structural data of moving articulated creatures. Given the task of non-invasively and automatically capturing such data, a methodology <a href="http://www.cc.gatech.edu/cpl/projects/spines/"><img src="http://www-static.cc.gatech.edu/%7Ebrostow/wwwHelpers/index.3.jpg" border="0" alt="" width="256" height="425" align="left" /></a>and the associated experiments are presented, that apply to multiview videos of the subjects motion. Our thesis states: A functional structure and the timevarying surface of an articulated creature subject are contained in a sequence of its 3D data. A functional structure is one example of the possible arrangements of internal mechanisms (kinematic joints, springs, etc.) that is capable of performing the motions observed in the input data. Volumetric structures are frequently used as shape descriptors for 3D data. The capture of such data is being facilitated by developments in multi-view video and range scanning, extending to subjects that are alive and moving. In this research, we examine vision-based modeling and the related representation of moving articulated creatures using Spines. We define a Spine as a branching axial structure representing the shape and topology of a 3D objects limbs, and capturing the limbs correspondence and motion over time. The Spine concept builds on skeletal representations often used to describe the internal structure of an articulated object and the significant protrusions. Our representation of a Spine provides for enhancements over a 3D skeleton. These enhancements form temporally consistent limb hierarchies that contain correspondence information about real motion data. We present a practical implementation that approximates a Spines joint probability function to reconstruct Spines for synthetic and real subjects that move. In general, our approach combines the objectives of generalized cylinders, 3D scanning, and markerless motion capture to generate baseline models from real puppets, animals, and human subjects.</p>
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		<title>Paper: ACM SCA (2002): &#8220;Controlled animation of video sprites&#8221;</title>
		<link>http://prof.irfanessa.com/2002/08/01/controlled-animation-of-video-sprites-2/</link>
		<comments>http://prof.irfanessa.com/2002/08/01/controlled-animation-of-video-sprites-2/#comments</comments>
		<pubDate>Fri, 02 Aug 2002 01:28:41 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[Arno Schödl]]></category>
		<category><![CDATA[Computational Photography and Video]]></category>
		<category><![CDATA[Papers]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[SIGGRAPH/SCA/NPAR/EG]]></category>
		<category><![CDATA[Animation]]></category>

		<guid isPermaLink="false">http://academics.irfanessa.com/2007/11/06/controlled-animation-of-video-sprites-2/</guid>
		<description><![CDATA[Arno Schödl and Irfan Essa (2002), &#8220;Controlled animation of video sprites&#8221; Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation. ACM Press, Pages: 121 &#8211; 127 July 2002, San Antonio TX, ISBN:1-58113-573-4.  (DOI&#124;PDF&#124;WebSite) ABSTRACT We introduce a new optimization algorithm for video sprites to animate realistic-looking characters. Video sprites are animations created by rearranging [...]]]></description>
			<content:encoded><![CDATA[<p>Arno Schödl and Irfan Essa (2002), &#8220;<a href="http://portal.acm.org/citation.cfm?id=545281&amp;dl=GUIDE&amp;coll=GUIDE&amp;CFID=37077616&amp;CFTOKEN=23868565">Controlled animation of video sprites</a>&#8221; Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation.  ACM Press, Pages: 121 &#8211; 127  July 2002, San Antonio TX, ISBN:1-58113-573-4.  (<a href="http://doi.acm.org/10.1145/545261.545281" target="_blank">DOI</a>|<a href="http://www-static.cc.gatech.edu/gvu/perception/pubs/PDF/ACM-SCA02.pdf" target="_blank">PDF</a>|<a href="http://www-static.cc.gatech.edu/gvu/perception/projects/videotexture/SCA02/index.html" target="_blank">WebSite</a>)</p>
<p align="center"><strong>ABSTRACT</strong></p>
<p class="abstract"> We introduce a new optimization algorithm for video sprites to animate <a href="http://academics.irfanessa.com/wp-content/uploads/2008/04/2hamsters_books.jpg" title="hamsters"><img src="http://academics.irfanessa.com/wp-content/uploads/2008/04/2hamsters_books.jpg" alt="hamsters" align="right" height="191" hspace="5" vspace="5" width="254" /></a>realistic-looking characters. Video sprites are animations created by rearranging recorded video frames of a moving object. Our new technique to find good frame arrangements is based on repeated partial replacements of the sequence. It allows the user to specify animations using a flexible cost function. We also show a fast technique to compute video sprite transitions and a simple algorithm to correct for perspective effects of the input footage. We use our techniques to create character animations of animals, which are difficult both to train in the real world and to animate as 3D models.</p>
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		<title>Paper: ACM SIGGRAPH (2001) &#8220;Image-based motion blur for stop motion animation&#8221;</title>
		<link>http://prof.irfanessa.com/2001/08/01/paper-acmeg-sca-2001-image-based-motion-blur-for-stop-motion-animation/</link>
		<comments>http://prof.irfanessa.com/2001/08/01/paper-acmeg-sca-2001-image-based-motion-blur-for-stop-motion-animation/#comments</comments>
		<pubDate>Thu, 02 Aug 2001 01:56:51 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[Computational Photography and Video]]></category>
		<category><![CDATA[Gabriel Brostow]]></category>
		<category><![CDATA[Non-Photorealism]]></category>
		<category><![CDATA[Papers]]></category>
		<category><![CDATA[SIGGRAPH/SCA/NPAR/EG]]></category>
		<category><![CDATA[2001]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[SIGGRAPH]]></category>

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		<description><![CDATA[Gabriel J. Brostow and  Irfan Essa (2001) &#8220;Image-based motion blur for stop motion animation&#8221; In Proceedings of the 28th annual conference on Computer graphics and interactive techniques (ACM SIGGRPH) Pages: 561 &#8211; 566 August 2001, ISBN:1-58113-374-X ACM New York, NY, USA (DOI&#124;PDF&#124;Video&#124;Project Site) ABSTRACT Stop motion animation is a well-established technique where still pictures of [...]]]></description>
			<content:encoded><![CDATA[<p>Gabriel J. Brostow and   Irfan Essa (2001) &#8220;<a href="http://portal.acm.org/citation.cfm?id=383259.383325&amp;coll=ACM&amp;dl=ACM&amp;CFID=63156436&amp;CFTOKEN=24591103">Image-based motion blur for stop motion animation</a>&#8221; In Proceedings of the 28th annual conference on Computer graphics and interactive techniques (ACM SIGGRPH) Pages: 561 &#8211; 566 August 2001, ISBN:1-58113-374-X ACM  New York, NY, USA (<a href="http://doi.acm.org/10.1145/383259.383325" target="_blank">DOI</a>|<a href="http://www-static.cc.gatech.edu/gvu/perception/projects/blur/MotionBlur_BrostowEssa_SIGGRAPH01.pdf">PDF</a>|<a href="http://www-static.cc.gatech.edu/gvu/perception/projects/blur/movies/index.html" target="_blank">Video</a>|<a href="http://www-static.cc.gatech.edu/gvu/perception/projects/blur/index.html" target="_blank">Project Site</a>)</p>
<p align="center"><strong>ABSTRACT</strong></p>
<p><a title="blur-gorilla.jpg" href="http://academics.irfanessa.com/wp-content/uploads/2008/04/blur-gorilla.jpg"><img src="http://academics.irfanessa.com/wp-content/uploads/2008/04/blur-gorilla.jpg" alt="blur-gorilla.jpg" hspace="5" vspace="5" align="right" /></a>Stop motion animation is a well-established technique where still pictures of static scenes are taken and then played at film speeds to show motion. A major limitation of this method appears when fast motions are desired; most motion appears to have sharp edges and there is no visible motion blur. Appearance of motion blur is a strong perceptual cue, which is automatically present in live-action films, and synthetically generated in animated sequences. In this paper, we present an approach for automatically simulating motion blur. Ours is wholly a post-process, and uses image sequences, both stop motion or raw video, as input. First we track the frame-to-frame motion of the objects within the image plane. We then integrate the scene&#8217;s appearance as it changed over a period of time. This period of time corresponds to shutter speed in live-action filming, and gives us interactive control over the extent of the induced blur. We demonstrate a simple implementation of our approach as it applies to footage of different motions and to scenes of varying complexity. Our photorealistic renderings of these input sequences approximate the effect of capturing moving objects on film that is exposed for finite periods of time.</p>
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		<title>Thesis: Irfan Essa&#8217;s PhD Thesis (1994): &#8220;Analysis, interpretation and synthesis of facial expressions&#8221;</title>
		<link>http://prof.irfanessa.com/1994/08/30/dspace-at-mit-analysis-interpretation-and-synthesis-of-facial-expressions/</link>
		<comments>http://prof.irfanessa.com/1994/08/30/dspace-at-mit-analysis-interpretation-and-synthesis-of-facial-expressions/#comments</comments>
		<pubDate>Tue, 30 Aug 1994 20:32:50 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[Face and Gesture]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[1994]]></category>
		<category><![CDATA[Affective Computing]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Computer Vision]]></category>
		<category><![CDATA[Faces]]></category>

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		<description><![CDATA[Irfan Essa (1994), &#8220;Analysis, interpretation and synthesis of facial expressions&#8220;, PhD Thesis, MIT, Cambridge, MA, USA. (Advisor: Alex (Sandy) Pentland]]></description>
			<content:encoded><![CDATA[<p>Irfan Essa (1994), &#8220;<a href="http://dspace.mit.edu/handle/1721.1/29086">Analysis, interpretation and synthesis of facial expressions</a>&#8220;, PhD Thesis, MIT, Cambridge, MA, USA. (Advisor: Alex (Sandy) Pentland</p>
<p><a title="Irfan Essa’s PhD Thesis" href="http://academics.irfanessa.com/wp-content/uploads/2007/11/ietmlabels.jpg"><img src="http://academics.irfanessa.com/wp-content/uploads/2007/11/ietmlabels.jpg" alt="Irfan Essa’s PhD Thesis" width="430" height="260" /></a></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Thesis: Irfan Essa&#8217;s MS Thesis (1990): &#8220;Contact detection, collision forces and friction for physically based virtual world modeling&#8221;</title>
		<link>http://prof.irfanessa.com/1990/05/03/ms-thesis-1990-contact-detection-collision-forces-and-friction-for-physically-based-virtual-world-modeling/</link>
		<comments>http://prof.irfanessa.com/1990/05/03/ms-thesis-1990-contact-detection-collision-forces-and-friction-for-physically-based-virtual-world-modeling/#comments</comments>
		<pubDate>Thu, 03 May 1990 20:02:19 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[Masters]]></category>
		<category><![CDATA[Modeling and Animation]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[1990]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Computer Vision]]></category>
		<category><![CDATA[Physically-based Modeling]]></category>

		<guid isPermaLink="false">http://essa.org/irfan/wp/?p=5</guid>
		<description><![CDATA[Irfan Essa (1990), &#8220;Contact detection, collision forces and friction for physically based virtual world modeling&#8221; MS Thesis, Massachusetts Institute of Technology. Cambridge, Massachusetts, USA.]]></description>
			<content:encoded><![CDATA[<p>Irfan Essa (1990),  <a href="http://dspace.mit.edu/handle/1721.1/14054?mode=simple&amp;submit_simple=Show+simple+item+record">&#8220;Contact detection, collision forces and friction for physically based virtual world modeling&#8221;</a> MS Thesis, Massachusetts Institute of Technology. Cambridge, Massachusetts, USA.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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