In this paper, we introduce Inverse-Foley Animation
, a technique for optimizing
rigid-body animations so that contact events are synchronized with input sound events.
A precomputed database of randomly sampled rigid-body contact events is used to build a
contact-event graph, which can be searched to determine a plausible sequence of contact
events synchronized with the input sound's events. To more easily find motions with
matching contact times, we allow transitions between simulated contact events using a
motion blending formulation based on modified contact impulses. We fine tune
synchronization by slightly retiming ballistic motions. Given a sound, our system can
synthesize synchronized motions using graphs built with hundreds of thousands of
precomputed motions, and millions of contact events. Our system is easy to use, and has
been used to plan motions for hundreds of sounds, and dozens of rigid-body models.