Now showing items 21-36 of 36

    • Energetically Consistent Invertible Elasticity 

      Stomakhin, Alexey; Howes, Russell; Schroeder, Craig; Teran, Joseph M. (The Eurographics Association, 2012)
      We provide a smooth extension of arbitrary isotropic hyperelastic energy density functions to inverted configurations. This extension is designed to improve robustness for elasticity simulations with ex- tremely large ...
    • Linear-Time Smoke Animation with Vortex Sheet Meshes 

      Brochu, Tyson; Keeler, Todd; Bridson, Robert (The Eurographics Association, 2012)
      We present the first quality physics-based smoke animation method which runs in time approximately linear in the size of the rendered two-dimensional visual detail. Our fundamental representation is a closed triangle mesh ...
    • 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 ...
    • 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 ...
    • Dynamic Units of Visual Speech 

      Taylor, Sarah L.; Mahler, Moshe; Theobald, Barry-John; Matthews, Iain (The Eurographics Association, 2012)
      We present a new method for generating a dynamic, concatenative, unit of visual speech that can generate realistic visual speech animation. We redefine visemes as temporal units that describe distinctive speech movements ...
    • 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 ...
    • Contact-Invariant Optimization for Hand Manipulation 

      Mordatch, Igor; Popovic, Zoran; Todorov, Emanuel (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 

      Kim, Yejin; Neff, Michael (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. ...
    • Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games 

      Kim, Tae-Yong; Chentanez, Nuttapong; Müller-Fischer, Matthias (The Eurographics Association, 2012)
      Inextensibility is one of the most fundamental properties of cloth. Existing approaches to handle inextensibility often require solving global non-linear systems and remain computationally expensive for computer game uses. ...
    • 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 ...
    • 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 ...
    • Combining Marker-based Mocap and RGB-D Camera for Acquiring High-fidelity Hand Motion Data 

      Zhao, Wenping; Chai, Jinxiang; Xu, Ying-Qing (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 

      Henry, Joseph; Shum, Hubert P. H.; Komura, Taku (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 

      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 ...
    • 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 ...
    • 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 ...