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Cloning Crowd Motions
(The Eurographics Association, 2012)
This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large crowds from existing examples of motions of groups of characters by applying an enhanced copy and paste technique on them. ...
Enriching Coarse Interactive Elastic Objects with High-Resolution Data-Driven Deformations
(The Eurographics Association, 2012)
Efficient approximate deformation models allow to interactively simulate elastic objects. However, these approaches usually cannot reproduce the complex deformation behavior governed by geometric and material nonlinearities. ...
Finger Walking: Motion Editing with Contact-Based Hand Performance
(The Eurographics Association, 2012)
We present a system for generating full-body animations from the performance on a touch-sensitive tabletop of ''finger walking'', where two fingers are used to pantomime leg movements. A user study was conducted to explore ...
Evaluating the Plausibility of Edited Throwing Animations
(The Eurographics Association, 2012)
Animation budget constraints during the development of a game often call for the use of a limited set of generic motions. Editing operations are thus generally required to animate virtual characters with a sufficient level ...
Hardware-based Simulation and Collision Detection for Large Particle Systems
(The Eurographics Association, 2004)
Particle systems have long been recognized as an essential building block for detail-rich and lively visual environments. Current implementations can handle up to 10,000 particles in real-time simulations and are mostly ...
Learning Motion Controllers with Adaptive Depth Perception
(The Eurographics Association, 2012)
We present a novel approach to real-time character animation that allows a character to move autonomously based on vision input. By allowing the character to ''see'' the environment directly using depth perception, we can ...
Real-Time Example-Based Elastic Deformation
(The Eurographics Association, 2012)
We present an example-based elastic deformation method that runs in real time. Example-based elastic deformation was originally presented by Martin et al. [MTGG11], where an artist can intuitively control elastic material ...
Rod Constraints for Simplified Ragdolls
(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 ...
Interactive Techniques for Populating Large Virtual Cities
(The Eurographics Association, 2013)
For many applications, exploring empty virtual cities is not sufficient: streets and squares need to be populated by crowds of virtual humans. This position paper addresses the problem of generating such crowds when the ...
La Caméra Enchantée
(The Eurographics Association, 2017)
A rich set of tools have been developed for designing and animating camera motions. Most of them optimize some geometric measure while satisfying a set of geometric constraints. Others strive to provide an intuitive graphical ...