Now showing items 10-25 of 25

    • Efficient Simulation of Secondary Motion in Rig-Space 

      Hahn, Fabian; Thomaszewski, Bernhard; Coros, Stelian; Sumner, Robert W.; Gross, Markus (ACM SIGGRAPH / Eurographics Association, 2013)
      We present an efficient method for augmenting keyframed character animations with physically-simulated secondary motion. Our method achieves a performance improvement of one to two orders of magnitude over previous work ...
    • Fast Deformation of Volume Data Using Tetrahedral Mesh Rasterization 

      Gascon, Jorge; Espadero, Jose M.; Perez, Alvaro G.; Torres, Rosell; Otaduy, Miguel A. (ACM SIGGRAPH / Eurographics Association, 2013)
      Many inherently deformable structures, such as human anatomy, are often represented using a regular volumetric discretization, e.g., in medical imaging. While deformation algorithms employ discretizations that deform ...
    • Geodesic Voxel Binding for Production Character Meshes 

      Dionne, Olivier; Lasa, Martin de (ACM SIGGRAPH / Eurographics Association, 2013)
      We propose a fully automatic method for specifying influence weights for closed-form skinning methods, such as linear blend skinning. Our method is designed to work with production meshes that may contain non-manifold ...
    • High Fidelity Facial Animation Capture and Retargeting With Contours 

      Bhat, Kiran S.; Goldenthal, Rony; Ye, Yuting; Mallet, Ronald; Koperwas, Michael (ACM SIGGRAPH / Eurographics Association, 2013)
      Human beings are naturally sensitive to subtle cues in facial expressions, especially in areas of the eyes and mouth. Current facial motion capture methods fail to accurately reproduce motions in those areas due to multiple ...
    • A Hybrid Lagrangian-Eulerian Formulation for Bubble Generation and Dynamics 

      Patkar, Saket; Aanjaneya, Mridul; Karpman, Dmitriy; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2013)
      We present a hybrid Lagrangian-Eulerian framework for simulating both small and large scale bubble dynamics, where the bubbles can grow or shrink in volume as dictated by pressure forces in the surrounding fluid. Small ...
    • A Level Set Method for Ductile Fracture 

      Hegemann, Jan; Jiang, Chenfanfu; Schroeder, Craig; Teran, Joseph M. (ACM SIGGRAPH / Eurographics Association, 2013)
      We utilize the shape derivative of the classical Griffith's energy in a level set method for the simulation of dynamic ductile fracture. The level set is defined in the undeformed configuration of the object, and its ...
    • Modeling and Animating Myriapoda: A Real-Time Kinematic/Dynamic Approach 

      Fang, Jingyi; Jiang, Chenfanfu; Terzopoulos, Demetri (ACM SIGGRAPH / Eurographics Association, 2013)
      Unlike two, four, six, and eight legged animals, Myriapoda-i.e., centipedes, millipedes, etc.-have been largely overlooked in the computer graphics literature. We present an artificial life framework for modeling these ...
    • Multi-Domain Real-time Planning in Dynamic Environments 

      Kapadia, Mubbasir; Beacco, Alejandro; Garcia, Francisco; Reddy, Vivek; Pelechano, Nuria; Badler, Norman I. (ACM SIGGRAPH / Eurographics Association, 2013)
      This paper presents a real-time planning framework for multicharacter navigation that enables the use of multiple heterogeneous problem domains of differing complexities for navigation in large, complex, dynamic virtual ...
    • One-to-Many: Example-Based Mesh Animation Synthesis 

      Zheng, Changxi (ACM SIGGRAPH / Eurographics Association, 2013)
      We propose an example-based approach for synthesizing diverse mesh animations. Provided a short clip of deformable mesh animation, our method synthesizes a large number of different animations of arbitrary length. Combining ...
    • Preface and Table of Contents 

      Theodore Kim and Robert Sumner (ACM SIGGRAPH / Eurographics Association, 2013)
    • Relationship Descriptors for Interactive Motion Adaptation 

      Al-Asqhar, Rami Ali; Komura, Taku; Choi, Myung Geol (ACM SIGGRAPH / Eurographics Association, 2013)
      This paper presents an interactive motion adaptation scheme for close interactions between skeletal characters and mesh structures, such as moving through restricted environments, and manipulating objects. This is achieved ...
    • Rod Constraints for Simplified Ragdolls 

      Lewin, Chris; Thorman, Matt; Waterson, Tom; Williams, Chris; Willis, Phil (ACM SIGGRAPH / Eurographics Association, 2013)
      Physics-based animation has become a standard feature in modern games. Typically, the bones in a character's animation rig are each associated with a simulated rigid body, leading to a jointed assembly commonly called a ...
    • SPREAD : Sound Propagation and Perception for Autonomous Agents in Dynamic Environments 

      Huang, Pengfei; Kapadia, Mubbasir; Badler, Norman I. (ACM SIGGRAPH / Eurographics Association, 2013)
      The perception of sensory information and its impact on behavior is a fundamental component of being human. While visual perception is considered for navigation, collision, and behavior selection, the acoustic domain is ...
    • Velocity-Based Modeling of Physical Interactions in Multi-Agent Simulations 

      Kim, Sujeong; Guy, Stephen J.; Manocha, Dinesh (ACM SIGGRAPH / Eurographics Association, 2013)
      We present an interactive algorithm to model physics-based interactions in multi-agent simulations. Our approach is capable of modeling both physical forces and interactions between agents and obstacles, while allowing the ...
    • View-Dependent Control of Elastic Rod Simulation for 3D Character Animation 

      Koyama, Yuki; Igarashiy, Takeo (ACM SIGGRAPH / Eurographics Association, 2013)
      This paper presents view-dependent control of elastic rod simulation for 3D character animation. Elastic rod simulation is often used in character animation to generate motion of passively deforming body parts such as hair, ...
    • Virtual Character Performance From Speech 

      Marsella, Stacy; Xu, Yuyu; Lhommet, Margaux; Feng, Andrew; Scherer, Stefan; Shapirok, Ari (ACM SIGGRAPH / Eurographics Association, 2013)
      We demonstrate a method for generating a 3D virtual character performance from the audio signal by inferring the acoustic and semantic properties of the utterance. Through a prosodic analysis of the acoustic signal, we ...