Now showing items 21-36 of 36

    • Mass-Conserving Eulerian Liquid Simulation 

      Chentanez, Nuttapong; Müller, Matthias (The Eurographics Association, 2012)
      We present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small scale details of the free ...
    • Mathematical Analysis on Affine Maps for 2D Shape Interpolation 

      Kaji, Shizuo; Hirose, Sampei; Sakata, Shigehiro; Mizoguchi, Yoshihiro; Anjyo, Ken (The Eurographics Association, 2012)
      This paper gives a simple mathematical framework for 2D shape interpolation methods that preserve rigidity. An interpolation technique in this framework works for given the source and target 2D shapes, which are compatibly ...
    • Misconceptions of PD Control in Animation 

      Allen, Brian F.; Faloutsos, Petros (The Eurographics Association, 2012)
      In this paper, we address certain misconceptions that have been perpetuated in the animation practice and research for quite some time related to the proportional-derivative (PD) control of physics-based systems. Because ...
    • Multi-linear Data-Driven Dynamic Hair Model with Efficient Hair-Body Collision Handling 

      Guan, Peng; Sigal, Leonid; Reznitskaya, Valeria; Hodgins, Jessica K. (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 ...
    • Multiphase Flow of Immiscible Fluids on Unstructured Moving Meshes 

      Misztal, Marek Krzysztof; Erleben, Kenny; Bargteil, Adam; Fursund, Jens; Christensen, Brian Bunch; Bærentzen, J. Andreas; Bridson, Robert (The Eurographics Association, 2012)
      In this paper, we present a method for animating multiphase flow of immiscible fluids using unstructured moving meshes. Our underlying discretization is an unstructured tetrahedral mesh, the deformable simplicial complex ...
    • Occlusion-free Camera Control for Multiple Targets 

      Christie, Marc; Normand, Jean-Marie; Olivier, Patrick (The Eurographics Association, 2012)
      Maintaining the visibility of target objects is a fundamental problem in automatic camera control for 3D graphics applications. Practical real-time camera control algorithms generally only incorporate mechanisms for the ...
    • Physically Plausible Simulation for Character Animation 

      Levine, Sergey; Popovic, Jovan (The Eurographics Association, 2012)
      Artist-created animated characters can exhibit stylized, engaging behavior, but require considerable effort to construct, while interactive applications require numerous motions and variations to create a dynamic, believable ...
    • Precomputed Motion Maps for Unstructured Motion Capture 

      Mahmudi, Mentar; Kallmann, Marcelo (The Eurographics Association, 2012)
      We present in this paper a solution for extracting high-quality motions from unstructured motion capture databases at interactive rates. The proposed solution is based on automatically-built motion graphs, and offers two ...
    • Principal Geodesic Dynamics 

      Tournier, Maxime; Reveret, Lionel (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 ...
    • Quaternion Space Sparse Decomposition for Motion Compression and Retrieval 

      Zhu, Mingyang; Sun, Huaijiang; Deng, Zhigang (The Eurographics Association, 2012)
      Quaternion has become one of the most widely used representations for rotational transformations in 3D graphics for decades. Due to the sparse nature of human motion in both the spatial domain and the temporal domain, an ...
    • Real-Time Example-Based Elastic Deformation 

      Koyama, Yuki; Takayama, Kenshi; Umetani, Nobuyuki; Igarashi, Takeo (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 ...
    • Simple Data-Driven Control for Simulated Bipeds 

      Geijtenbeek, T.; Pronost, Nicolas; Stappen, A. F. van der (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 ...
    • Simulating Free Surface Flow with Very Large Time Steps 

      Lentine, Michael; Cong, Matthew; Patkar, Saket; Fedkiw, Ronald (The Eurographics Association, 2012)
      We provide a novel simulation method for incompressible free surface flows that allows for large time steps on the order of 10-40 times bigger than the typical explicit time step restriction would allow. Although semi-Lagrangian ...
    • Smoke Sheets for Graph-Structured Vortex Filaments 

      Barnat, Alfred; Pollard, Nancy S. (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. ...
    • Task-driven Posture Optimization for Virtual Characters 

      Liu, Mingxing; Micaelli, Alain; Evrard, Paul; Escande, Adrien (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 ...
    • Tiling Motion Patches 

      Kim, Manmyung; Hwang, Youngseok; Hyun, Kyunglyul; Lee, Jehee (The Eurographics Association, 2012)
      Simulating multiple character interaction is challenging because character actions must be carefully coordinated to align their spatial locations and synchronized with each other. We present an algorithm to create a dense ...