Adriano Macchietto


Completed my Masters in Computer Science at the University of California, Riverside. My thesis was in the area physics-driven ("procedural") character animation, with a particular focus on control architectures for behaviors that exhibit large induced full-body momentum. As part of this my research work I have developed a physics simulation platform which uses Featherstone for character bodies, implements both iterative and pivotal MLCP/LCP constraint solvers, supports soft-constraints, support for PD/JT/QP controllers. I have experience in physics simulation, data-driven character animation, numerical algorithms, optimization theory, humanoid robotics, and software engineering. I'm currently employed as an engine programmer in the videogame industry. Some videos of my work can be found here.

M.S. Computer Science
University of California, Riverside
Winter 2009
B.S. Computer Science
University of California, Riverside
Fall 2005
Control of Rotation Dynamics for Ground Behaviors
Brown, D., Macchietto, A., Yin, K. K., Zordan, V.
ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA), 2013 (Best Paper)
Momentum Control for Balance
Macchietto, A., Zordan, V.B., Shelton C.
Transactions on Graphics/ACM Siggraph 2009
[Paper] [Project]
Momentum-Based Balance Control for Simulated Characters
Masters Thesis
University of California, Riverside 2008
Anticipation from Example
Zordan, V.B., Macchietto, A., Medina, J., Soriano, M., Wu, C.C., Metoyer, R., Rose, R.
ACM Virtual Reality Software and Technology (VRST) 2007
[Paper] [Project]
Interactive Dynamic Response for Games
Zordan, V. B., Macchietto, A., Medina, J., Soriano, M., Wu C.C.
ACM SIGGRAPH Sandbox Symposium 2007
[Paper] [Project]