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Now showing items 11-20 of 43
Performance-Based Biped Control using a Consumer Depth Camera
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
We present a technique for controlling physically simulated characters using user inputs from an off-the-shelf depth camera. Our controller takes a real-time stream of user poses as input, and simulates a stream of target ...
Gradient-based Steering for Vision-based Crowd Simulation Algorithms
(The Eurographics Association and John Wiley & Sons Ltd., 2017)
Most recent crowd simulation algorithms equip agents with a synthetic vision component for steering. They offer promising perspectives through a more realistic simulation of the way humans navigate according to their ...
An Explicit Structure-preserving Numerical Scheme for EPDiff
(The Eurographics Association and John Wiley & Sons Ltd., 2018)
We present a new structure-preserving numerical scheme for solving the Euler-Poincaré Differential (EPDiff) equation on arbitrary triangle meshes. Unlike existing techniques, our method solves the difficult non-linear ...
Spatial Matching of Animated Meshes
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
This paper presents a new technique which makes use of deformation and motion properties between animated meshes for finding their spatial correspondences. Given a pair of animated meshes exhibiting a semantically similar ...
Topology Aware Data-Driven Inverse Kinematics
(The Eurographics Association and Blackwell Publishing Ltd., 2013)
Creating realistic human movement is a time consuming and labour intensive task. The major difficulty is that the user has to edit individual joints while maintaining an overall realistic and collision free posture. Previous ...
Synthesizing Two-character Interactions by Merging Captured Interaction Samples with their Spacetime Relationships
(The Eurographics Association and Blackwell Publishing Ltd., 2013)
Existing synthesis methods for closely interacting virtual characters relied on user-specified constraints such as the reaching positions and the distance between body parts. In this paper, we present a novel method for ...
Interactive Rigging with Intuitive Tools
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Rigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. ...
Deformable Objects Collision Handling with Fast Convergence
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
We present a stable and efficient simulator for deformable objects with collisions and contacts. For stability, an optimization derived from the implicit time integrator is solved in each timestep under the inequality ...
Multi-layer Lattice Model for Real-Time Dynamic Character Deformation
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Due to the recent advancement of computer graphics hardware and software algorithms, deformable characters have become more and more popular in real-time applications such as computer games. While there are mature techniques ...
Geometrically Exact Simulation of Inextensible Ribbon
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Narrow, inextensible, and naturally flat ribbons have some special and interesting phenomena under isometric deformations. Although a ribbon has a shape between rod and shell, directly applying the geometric representation ...