Now showing items 1-20 of 30

    • Fully Momentum-Conserving Reduced Deformable Bodies with Collision, Contact, Articulation, and Skinning 

      Sheth, Rahul; Lu, Wenlong; Yu, Yue; Fedkiw, Ronald (ACM Siggraph, 2015)
      We propose a novel framework for simulating reduced deformable bodies that fully accounts for linear and angular momentum conservation even in the presence of collision, contact, articulation, and other desirable effects. ...
    • Animating Articulated Characters using Wiggly Splines 

      Schulz, Christian; Tycowicz, Christoph von; Seidel, Hans-Peter; Hildebrandt, Klaus (ACM Siggraph, 2015)
      We propose a new framework for spacetime optimization that can generate artistic motion with a long planning horizon for complex virtual characters. The scheme can be used for generating general types of motion and neither ...
    • Energy-efficient mid-term strategies for collision avoidance in crowd simulation 

      Bruneau, Julien; Pettré, Julien (ACM Siggraph, 2015)
      When navigating in crowds, humans are able to move efficiently between people. They look ahead to know which path would reduce the complexity of their interactions with others. Current navigation systems for virtual agents ...
    • Resampling Adaptive Cloth Simulations onto Fixed-Topology Meshes 

      Brown, George; Samii, Armin; O'Brien, James F.; Narain, Rahul (ACM Siggraph, 2015)
      We describe a method for converting an adaptively remeshed simulation of cloth into an animated mesh with fixed topology. The topology of the mesh may be specified by the user or computed automatically. In the latter case, ...
    • Real-Time Dynamic Wrinkling of Coarse Animated Cloth 

      Gillette, Russell; Peters, Craig; Vining, Nicholas; Edwards, Essex; Sheffer, Alla (ACM Siggraph, 2015)
      Dynamic folds and wrinkles are an important visual cue for creating believably dressed characters in virtual environments. Adding these fine details to real-time cloth visualization is challenging, as the low-quality cloth ...
    • Tracking Control for Streaming Input Motion Using Segmented Foot Model 

      Lee, Seokjae; Park, Hwangpil; Lee, Jehee (ACM Siggraph, 2015)
      Motion capture data has been widely used to make realistic animation. Especially, in physics-based character simulation, motion data provides plausible reference trajectory of the character. However, it requires post-processing ...
    • Improving Naturalness of Locomotion of Many-Muscle Humanoids 

      Yu, Ri; Jo, Dongchul; Lee, Jehee (ACM Siggraph, 2015)
      For many decades, researchers have worked on the simulation of biped locomotion such as human walking. As simulation models have evolved, the simulation using a musculoskeletal model has also become possible [Lee et al. ...
    • Fast Cloth Simulation with Implicit Contact and Exact Coulomb Friction 

      Daviet, Gilles; Bertails-Descoubes, Florence; Casati, Romain (ACM Siggraph, 2015)
      Cloth dynamics plays a major role in the visual appearance of moving characters. Properly accounting for frictional contact is of utmost importance to avoid cloth-body penetration and to capture folding behavior due to dry ...
    • Gaze Driven Animation of Eyes 

      Neog, Debanga Raj; Ranjan, Anurag; Cardoso, João L.; Pai, Dinesh K. (ACM Siggraph, 2015)
      We present a data driven model of eye movement, that includes movement of the globes, the periorbital soft tissues and eyelids and also the formation of wrinkles in the tissues. We describe a pipeline for measurement and ...
    • Discovering Human Postures from Non-human Silhouette 

      Won, Jungdam; Lee, Jehee (ACM Siggraph, 2015)
      The shadow theatre is an unique performing arts, which utilizes a shadow as an main communication tool. This can be understood easily by an extension of traditional shadow play. Key difference comes from the fact that ...
    • A Hybrid Crowd Simulation Framework Towards Modeling Behavior of Individual Avoidance of Crowds 

      Liu, Haiying; Yan, Zhixin; Lindeman, Robert W.; Ding, Gangyi; Huang, Tianyu (ACM Siggraph, 2015)
      Crowd movement is a common but complicated phenomenon in our daily lives. The behaviors of crowds can be affected by both individual and crowd. Most previous research could be categorized as either agent-based methods [van ...
    • Constraint-based Wrinkle Simulation in Texture Space 

      Silva, Paulo; Rungjiratananon, Witawat; Elcott, Sharif; Driancourt, Remi; Igarashi, Takeo (ACM Siggraph, 2015)
      An important factor in increasing realism of synthetic images, wrinkles have received a considerable amount of attention from the computer graphics research community. The method Wrinkle Meshes, targets real-time simulation ...
    • Trajectory-Free Reactive Stepping of Physics-based Character Using Momentum Control 

      Lee, Sukwon; Choi, Hyunchul; Jin, Taeil; Lee, Sung-Hee (ACM Siggraph, 2015)
      We introduce a trajectory-free reactive stepping controller using momentum control. The controller is characterized by moving passively in the direction of external pushes without attempting to follow some prescribed ...
    • Hands On: Interactive Animation of Precision Manipulation and Contact 

      Humberston, Ben; Pai, Dinesh K. (ACM Siggraph, 2015)
      Humans show effortless dexterity while manipulating objects using their own hands. However, specifying the motion of a virtual character's hand or of a robotic manipulator remains a difficult task that requires animation ...
    • Multifarious Hierarchies of Mechanical Models for Artist Assigned Levels-of-Detail 

      Malgat, Richard; Gilles, Benjamin; Levin, David I.W.; Nesme, Matthieu; Faure, François (ACM Siggraph, 2015)
      We present a new framework for artist driven level of detail in solid simulations. Simulated objects are simultaneously embedded in several, separately designed deformation models with their own independent degrees of ...
    • Hierarchical Planning and Control for Complex Motor Tasks 

      Zimmermann, Daniel; Coros, Stelian; Ye, Yuting; Sumner, Robert W.; Gross, Markus (ACM Siggraph, 2015)
      We present a planning and control framework that enables physically simulated characters to perform various types of motor tasks. To create physically-valid motion plans, our method uses a hierarchical set of simplified ...
    • Effect of Appearance on Perception of Deformation 

      Han, Donghui; Keyser, John (ACM Siggraph, 2015)
      We provide an experimental validation that appearance of an object can influence the perception of its level of deformation in a 3D simulation. Our study provides helpful insights in how to improve visual plausibility of ...
    • Efficient Simulation of Knitted Cloth Using Persistent Contacts 

      Cirio, Gabriel; Lopez-Moreno, Jorge; Otaduy, Miguel A. (ACM Siggraph, 2015)
      Knitted cloth is made of yarns that are stitched in regular patterns, and its macroscopic behavior is dictated by the contact interactions between such yarns. We propose an efficient representation of knitted cloth at the ...
    • Learning Reduced-Order Feedback Policies for Motion Skills 

      Ding, Kai; Liu, Libin; Panne, Michiel van de; Yin, KangKang (ACM Siggraph, 2015)
      We introduce a method for learning low-dimensional linear feedback strategies for the control of physics-based animated characters around a given reference trajectory. This allows for learned low-dimensional state abstractions ...
    • Functional Thin Films on Surfaces 

      Azencot, Omri; Vantzos, Orestis; Wardetzky, Max; Rumpf, Martin; Ben-Chen, Mirela (ACM Siggraph, 2015)
      The motion of a thin viscous film of fluid on a curved surface exhibits many intricate visual phenomena, which are challenging to simulate using existing techniques. A possible alternative is to use a reduced model, involving ...