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  • Volumetric Muscle Controller 

    Lee, Seunghwan; Mitchell, Nathan; Aanjaneya, Mridul; Sifakis, Eftychios; Lee, Jehee (ACM, 2017)
    We describe a controller with a fully integrated musculoskeletal model actuated by more than a hundred muscles. Inspired by a QP-based control algorithm, we improved the algorithm to control the volumetric muscles directly. ...
  • Understanding Spatial Perception and Visual Modes in the Review of Architectural Designs 

    Usman, Muhammad; Haworth, Brandon; Berseth, Glen; Kapadia, Mubbasir; Faloutsos, Petros (ACM, 2017)
    We investigate how a person's perception of space in di erent visual modes relates to common computational spatial measures for environment designs. The three spatial measures, grounded in Space-Syntax analysis, are used ...
  • Regression-Based Locating Landmark on Dynamic Humans 

    Jang, Deok-Kyeong; Lee, Sung-Hee (ACM, 2017)
    We present a novel framework that consists of two-level regressors for finding correlations between human shapes and landmark positions in both body part and holistic scales. To this end, we first develop pose invariant ...
  • The Stretch-Engine: A Method for Adjusting the Exaggeration of Bipedal Characters Through Squash and Stretch 

    Ibrahim, Zaid H. (ACM, 2017)
    This paper describes a new method to control changes in a character's form during exaggeration, through squash and stretch (SS). The Stretch-Engine is the result of this method, designed to be integrated into an existing ...
  • Sketch-Based 3D Hair Posing by Contour Drawings 

    Seki, Shogo; Igarashi, Takeo (ACM, 2017)
    We propose a sketch-based method for posing a three-dimensional (3D) hair model that enables artists to create attractive hairstyles more easily and intuitively. The system takes partial contour drawings of a preferred ...
  • Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation 

    Weiss, Tomer; Litteneker, Alan; Jiang, Chenfanfu; Terzopoulos, Demetri (ACM, 2017)
    Exploiting the e ciency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed ...
  • Online Compression of Rigid Body Simulations using Physics-Inspired Interpolation 

    Jeruzalski, Timothy; Fiume, Eugene; Jacobson, Alec; Levin, David I.W. (ACM, 2017)
    Methods to compress simulation data are invaluable as they facilitate efficient transmission along the visual effects pipeline, fast and efficient replay of simulations for visualization and enable storage of scientific ...
  • Marionette Show Using Quadrotors 

    Kim, Yongsung; Choi, Myung Geol; Lee, Jehee (ACM, 2017)
    A marionett?e show is a play with the puppet controlled from above using wires by human. One ends of the wires are connected on di?erent joints of the marione?e, and the other ends are tied on a control stick. ?e marione?ist ...
  • Motion Retargeting to Preserve Spatial Relationship between Skinned Characters 

    Jin, Taeil; Kim, Meekyung; Lee, Sung-Hee (ACM, 2017)
    Applying motion capture data for multi-person interaction to virtual characters is challenging because one needs to preserve interaction semantics in addition to satisfying the general requirements for motion retargeting, ...
  • Human Grasping Interaction Capture and Analysis 

    Verider, Benjamin; Andrews, Sheldon; Kry, Paul G. (ACM, 2017)
    We design a system to capture, clean, and segment a high quality database of hand based grasping and manipulation. We capture interactions with a large collection of everyday objects. Optical marker-based motion capture ...
  • Coordinating Full-Body Interactions with the Environment 

    Juarez-Perez, Alain; Kallmann, Marcelo (ACM, 2017)
    We present a methodology for synthesizing coordinated full-body motions in order to achieve autonomous virtual characters capable of interacting with the environment while walking. Starting with a parameterized walking ...
  • Comparing Traditional Key Frame and Hybrid Animation 

    Ahlström, Eric; Holmqvist, Lucas; Goswami, Prashant (ACM, 2017)
    In this research the authors explore a hybrid approach which uses the basic concept of key frame animation together with procedural animation to reduce the number of key frames needed for an animation clip. The two approaches ...
  • Cubification and Animation of Artistic Shapes 

    Corker-Marin, Quentin; Adzhiev, Valery; Pasko, Alexander (ACM, 2017)
    This poster describes an original approach to creating static and dynamic sculptures in a cubist style.We propose a novel method for faceting and local distortion thus adding cubist features and generating time-variant ...
  • Automated Regression Tests for Character Animation Systems 

    Mohr-Daurat, Hubert (ACM, 2017)
    We present a process to verify code changes in an animation system by using regression tests which guarantee to cover every combination of animation features used in production. For this, we need to identify the untested ...
  • Attachment-Based Character Deformation 

    Toothman, Nick; Neff, Michael (ACM, 2017)
    While advancements have made it easier to work with digital characters, it remains difficult to author animations that display the free and highly expressive shape change that characterize hand-drawn animation.We present ...
  • Friction Sound Synthesis of Deformable Objects based on Adhesion Theory 

    Nakatsuka, Takayuki; Morishima, Shigeo (The Eurographics Association, 2016)
    Friction sound is one of the closest sounds for us in any situations. Most of those sounds are created by Foley artists in computer animations. However, synthesizing sounds in all scenes need technical skills and take high ...
  • A Choreographic Authoring System for Character Dance Animation Reflecting a User's Preference 

    Kakitsuka, Ryo; Tsukuda, Kosetsu; Fukayama, Satoru; Iwamoto, Naoya; Goto, Masataka; Morishima, Shigeo (The Eurographics Association, 2016)
    We propose a new system for constructing character dance animation by considering animator's preferences. First, a user of the proposed system assigns a preferred motion, obtained through a searching algorithm, to arbitrary ...
  • Sketch-Based Per-Frame Inverse Kinematics 

    Mahmudi, Mentar; Harish, Pawan; Callennec, Benoît Le; Boulic, Ronan (The Eurographics Association, 2016)
    We present a method that uses a sketch-based interface in conjunction with a parallelized per-frame inverse kinematics (Parallel- PFIK) method for the purpose of motion editing. The artist creates and edits 3D constraints ...
  • Data-driven Finger Motion Synthesis with Interactions 

    Bitan, Moshe; Jörg, Sophie; Kraus, Sarit (The Eurographics Association, 2016)
    The film and video-game industries' rapidly increasing demand for realistic virtual characters is pushing for the development of fast and efficient character animation techniques. The use of motion capture has become an ...
  • Creating a Realistic Face Image from a Cartoon Character 

    Nakamura, Masanori; Yamaguchi, Shugo; Fukusato, Tsukasa; Morishima, Shigeo (The Eurographics Association, 2016)
    We propose a method of creating a realistic face image from a 2D non-realistic character such as a cartoon. Our system allows us to create a high quality face image that is applicable for some application such as 3D character ...

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