BibTex
@inproceedings{Chen:2017:10.20380/GI2017.24,
author = {Chen, Xiaozhong and Andrews, Sheldon and Nowrouzezahrai, Derek and Kry , Paul G.},
title = {Ballistic Shadow Art},
booktitle = {Proceedings of Graphics Interface 2017},
series = {GI 2017},
year = {2017},
issn = {0713-5424},
isbn = {978-0-9947868-2-1},
location = {Edmonton, Alberta},
pages = {190 -- 198},
numpages = {9},
doi = {10.20380/GI2017.24},
publisher = {Canadian Human-Computer Communications Society / Soci{\'e}t{\'e} canadienne du dialogue humain-machine},
}Supplementary Media
Abstract
We present a framework for generating animated shadow art using occluders under ballistic motion. We apply a stochastic optimization to find the parameters of a multi-body physics simulation that produce a desired shadow at a specific instant in time. We perform simulations across many different initial conditions, applying a set of carefully crafted energy functions to evaluate the motion trajectory and multi-body shadows. We select the optimal parameters, resulting in a ballistics simulation that produces ephemeral shadow art. Users can design physically-plausible dynamic artwork that would be extremely challenging if even possible to achieve manually. We present and analyze number of compelling examples.