Now showing items 1-20 of 30

    • 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 ...
    • 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 ...
    • Capturing Floor Exercise from Multiple Panning-Zooming Cameras 

      Kobayashi, D.; Yamamoto, Masanobu (The Eurographics Association, 2018)
      By panning and zooming camera, a system of the multiple cameras can obtain wider range of common field of views. It means that an image based motion capture system can measure bodies in motion of wider range. To do so, a ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • Dilated Temporal Fully-Convolutional Network for Semantic Segmentation of Motion Capture Data 

      Noshaba, Cheema; Hosseini, Somayeh; Sprenger, Janis; Herrmann, Erik; Du, Han; Fischer, Klaus; Slusallek, Philipp (The Eurographics Association, 2018)
      Semantic segmentation of motion capture sequences plays a key part in many data-driven motion synthesis frameworks. It is a preprocessing step in which long recordings of motion capture sequences are partitioned into smaller ...
    • 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 ...
    • 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 ...
    • 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 ...
    • Latent Motion Manifold with Sequential Auto-Encoders 

      Jang, Deok-Kyeong; Lee, Sung-Hee (The Eurographics Association, 2018)
      We propose the sequential autoencoders for constructing latent motion manifold. Sequential autoencoders minimize the difference between the ground truth motion space distribution and reconstructed motion space distribution ...
    • Local Models for Data Driven Inverse Kinematics of Soft Robots 

      Holsten, Fredrik; Darkner, Sune; Engell-Nørregård, Morten P.; Erleben, Kenny (The Eurographics Association, 2018)
      Soft robots are attractive because they have the potential of being safer, faster and cheaper than traditional rigid robots. If we can predict the shape of a soft robot for a given set of control parameters, then we can ...
    • 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, ...
    • 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 ...
    • 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 ...