Search
Now showing items 81-90 of 107
Geodesic Voxel Binding for Production Character Meshes
(ACM SIGGRAPH / Eurographics Association, 2013)
We propose a fully automatic method for specifying influence weights for closed-form skinning methods, such as linear blend skinning. Our method is designed to work with production meshes that may contain non-manifold ...
As-Killing-As-Possible Vector Fields for Planar Deformation
(The Eurographics Association and Blackwell Publishing Ltd., 2011)
Cartoon animation, image warping, and several other tasks in two-dimensional computer graphics reduce to the formulation of a reasonable model for planar deformation. A deformation is a map from a given shape to a new one, ...
Adding Dynamics to Sketch-based Character Animations
(The Eurographics Association, 2015)
Cartoonists and animators often use lines of action to emphasize dynamics in character poses. In this paper, we propose a physically-based model to simulate the line of action's motion, leading to rich motion from simple ...
Principal Geodesic Dynamics
(The Eurographics Association, 2012)
This paper presents a new integration of a data-driven approach using dimension reduction and a physicallybased simulation for real-time character animation. We exploit Lie group statistical analysis techniques (Principal ...
Contact-Invariant Optimization for Hand Manipulation
(The Eurographics Association, 2012)
We present a method for automatic synthesis of dexterous hand movements, given only high-level goals specifying what should happen to the object being manipulated. Results are presented on a wide range of tasks including ...
Component-based Locomotion Composition
(The Eurographics Association, 2012)
When generating locomotion, it is particularly challenging to adjust the motion's style. This paper introduces a component-based system for human locomotion composition that drives off a set of example locomotion clips. ...
Simple Data-Driven Control for Simulated Bipeds
(The Eurographics Association, 2012)
We present a framework for controlling physics-based bipeds in a simulated environment, based on a variety of reference motions. Unlike existing methods for control based on reference motions, our framework does not require ...
Combining Marker-based Mocap and RGB-D Camera for Acquiring High-fidelity Hand Motion Data
(The Eurographics Association, 2012)
Motion capture data has been pivotal to the success of creating realistic animation for human characters. There are a number of public full-body motion databases available, but large and heterogeneous databases for hand ...
Environment-aware Real-Time Crowd Control
(The Eurographics Association, 2012)
Real-time crowd control has become an important research topic due to the recent advancement in console game quality and hardware processing capability. The degrees of freedom of a crowd is much higher than that provided ...
Task-driven Posture Optimization for Virtual Characters
(The Eurographics Association, 2012)
This paper presents a generic approach to find optimal postures, including contact positions, for manipulation tasks. It can be used in either the preparation for a task, or the evaluation of the feasibility of a task ...