Now showing items 1-20 of 36

    • 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 ...
    • The Intersection Contour Minimization Method for Untangling Oriented Deformable Surfaces 

      Ye, Juntao; Zhao, Jing (The Eurographics Association, 2012)
      The Intersection Contour Minimization (ICM) method [VM06] has been proven to be an effective history-free algorithm for resolving collisions between non-oriented deformable surfaces. In many circumstances, however, surface ...
    • Efficient Simulation of Example-Based Materials 

      Schumacher, Christian; Thomaszewski, Bernhard; Coros, Stelian; Martin, Sebastian; Sumner, Robert; Gross, Markus (The Eurographics Association, 2012)
      We present a new method for efficiently simulating art-directable deformable materials. We use example poses to define subspaces of desirable deformations via linear interpolation. As a central aspect of our approach, we ...
    • Controlling Liquids Using Meshes 

      Raveendran, Karthik; Thuerey, Nils; Wojtan, Chris; Turk, Greg (The Eurographics Association, 2012)
      We present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping ...
    • 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 ...
    • 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. ...
    • Cloning Crowd Motions 

      Li, Yi; Christie, Marc; Siret, Orianne; Kulpa, Richard; Pettré, Julien (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 

      Seiler, Martin; Spillmann, Jonas; Harders, Matthias (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. ...
    • Interactive Steering of Mesh Animations 

      Vögele, Anna; Hermann, Max; Krüger, Björn; Klein, Reinhard (The Eurographics Association, 2012)
      Creating geometrically detailed mesh animations is an involved and resource-intensive process in digital content creation. In this work we present a method to rapidly combine available sparse motion capture data with ...
    • Finger Walking: Motion Editing with Contact-Based Hand Performance 

      Lockwood, Noah; Singh, Karan (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 ...
    • 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 ...
    • 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 ...
    • Evaluating the Plausibility of Edited Throwing Animations 

      Vicovaro, Michele; Hoyet, Ludovic; Burigana, Luigi; O'Sullivan, Carol (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 ...
    • Learning Motion Controllers with Adaptive Depth Perception 

      Lo, Wan-Yen; Knaus, Claude; Zwicker, Matthias (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 

      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 ...
    • Faster Acceleration Noise for Multibody Animations using Precomputed Soundbanks 

      Chadwick, Jeffrey N.; Zheng, Changxi; James, Doug L. (The Eurographics Association, 2012)
      We introduce an efficient method for synthesizing rigid-body acceleration noise for complex multibody scenes. Existing acceleration noise synthesis methods for animation require object-specific precomputation, which is ...
    • 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 ...
    • 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 ...
    • Efficient Collision Detection for Brittle Fracture 

      Glondu, Loeiz; Schvartzman, Sara C.; Marchal, Maud; Dumont, Georges; Otaduy, Miguel A. (The Eurographics Association, 2012)
      In complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true for fracture simulation, where multiple new objects are dynamically created. In this paper, ...
    • Efficient Composition for Virtual Camera Control 

      Lino, Christophe; Christie, Marc (The Eurographics Association, 2012)
      Automatically positioning a virtual camera in a 3D environment given the specification of visual properties to be satisfied (on-screen layout of subjects, vantage angles, visibility) is a complex and challenging problem. ...