Search
Now showing items 11-20 of 107
Efficient Simulation of Secondary Motion in Rig-Space
(ACM SIGGRAPH / Eurographics Association, 2013)
We present an efficient method for augmenting keyframed character animations with physically-simulated secondary motion. Our method achieves a performance improvement of one to two orders of magnitude over previous work ...
Hierarchical hp-Adaptive Signed Distance Fields
(The Eurographics Association, 2016)
In this paper we propose a novel method to construct hierarchical hp-adaptive Signed Distance Fields (SDFs). We discretize the signed distance function of an input mesh using piecewise polynomials on an axis-aligned ...
Stylistic Patterns for Generating Cinematographic Sequences
(The Eurographics Association, 2015)
For film editors, the decision of how to compose and sequence camera framings is a question pertaining to a number of elements involving the semantics of shots, framings, story context, consistency of style, and artistic ...
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. ...
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 ...
Realtime Ray Tracing of Dynamic Scenes on an FPGA Chip
(The Eurographics Association, 2004)
Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of existing software implementations is still ...