Now showing items 1-20 of 30

    • 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 ...
    • SCA 2016 Posters: Frontmatter 

      Jan Bender (Eurographics Association, 2016)
    • 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 ...
    • 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 ...
    • 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 ...
    • Efficient Storyboarding in 3D Game Engines 

      Gouvatsos, Alexandros; Xiao, Zhidong; Pang, Keith; Marsden, Neil; Ark, Danny Van der; Hibbert, Jerry; Zhang, Jian J. (The Eurographics Association, 2016)
      Getting an accurate match between initial storyboards and the 3D layout is difficult, given today's reality of multi-site productions. While big studios have the luxury of re-iterating over the 3D layout of a shot, smaller ...
    • 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 ...
    • 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 ...
    • 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. ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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, ...
    • 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 ...
    • 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 ...
    • 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 ...