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Now showing items 11-20 of 67
Multi-linear Data-Driven Dynamic Hair Model with Efficient Hair-Body Collision Handling
(The Eurographics Association, 2012)
We present a data-driven method for learning hair models that enables the creation and animation of many interactive virtual characters in real-time (for gaming, character pre-visualization and design). Our model has a ...
Smoke Sheets for Graph-Structured Vortex Filaments
(The Eurographics Association, 2012)
Smoke is one of the core phenomena which fluid simulation techniques in computer graphics have attempted to capture. It is both well understood mathematically and important in lending realism to computer generated effects. ...
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. ...
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 ...
Contact Visualization
(The Eurographics Association, 2016)
We present in this paper a production-oriented technique designed to visualize contact in real-time between 3D objects. The motivation of this work is to provide integrated tools in the production workflow that help artists ...
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 ...