Now showing items 11-30 of 30

    • A Level-set Method for Skinning Animated Particle Data 

      Bhatacharya, Haimasree; Gao, Yue; Bargteil, Adam (The Eurographics Association, 2011)
      In this paper, we present a straightforward, easy to implement method for particle skinning-generating surfaces from animated particle data. We cast the problem in terms of constrained optimization and solve the optimization ...
    • Mass and Momentum Conservation for Fluid Simulation 

      Lentine, Michael; Aanjaneya, Mridul; Fedkiw, Ronald (The Eurographics Association, 2011)
      Momentum conservation has long been used as a design principle for solid simulation (e.g. collisions between rigid bodies, mass-spring elastic and damping forces, etc.), yet it has not been widely used for fluid simulation. ...
    • Mathematical Foundation of the Optimization-based Fluid Animation Method 

      Erleben, Kenny; Misztal, Marek Krzysztof; Bæren, J. Andreas (The Eurographics Association, 2011)
      We present the mathematical foundation of a fluid animation method for unstructured meshes. Key contributions not previously treated are the extension to include diffusion forces and higher order terms of non-linear force ...
    • A Multigrid Fluid Pressure SolverHandling Separating Solid Boundary Conditions 

      Chentanez, Nuttapong; Müller, Matthias (The Eurographics Association, 2011)
      We present a multigrid method for solving the linear complementarity problem (LCP) resulting from discretizing the Poisson equation subject to separating solid boundary conditions in an Eulerian liquid simulation's pressure ...
    • Optimization for Sag-Free Simulations 

      Twigg, Christopher D.; Kacic-Alesic, Zoran (The Eurographics Association, 2011)
      A common problem during the first few seconds of a cloth, hair, or flesh simulation is that the mesh sags under gravity, which can undo the work of hours of careful modeling. The typical response of increasing the stiffness ...
    • A Particle-based Method for Preserving Fluid Sheets 

      Ando, Ryoichi; Tsuruno, Reiji (The Eurographics Association, 2011)
      We present a new particle-based method that explicitly preserves thin fluid sheets for animating liquids. Our primary contribution is a meshless particle-based framework that splits at thin points and collapses at dense ...
    • Perceptual evaluation of footskate cleanup 

      Pra ák, Martin; Hoyet, Ludovic; O'Sullivan, Carol (The Eurographics Association, 2011)
      When animating virtual humans for real-time applications such as games and virtual reality, animation systems often have to edit motions in order to be responsive. In many cases, contacts between the feet and the ground ...
    • Physics-based Character Skinningusing Multi-Domain Subspace Deformations 

      Kimy, Theodore; James, Doug L. (The Eurographics Association, 2011)
      We propose a domain-decomposition method to simulate articulated deformable characters entirely within a subspace framework. The method supports quasistatic and dynamic deformations, nonlinear kinematics and materials, and ...
    • Practical Color-Based Motion Capture 

      Wang, Robert; Paris, Sylvain; Popovi, Jovan (The Eurographics Association, 2011)
      Motion capture systems have been widely used for high quality content creation and virtual reality but are rarely used in consumer applications due to their price and setup cost. In this paper, we propose a motion capture ...
    • Preview-based Sampling for Controlling Gaseous Simulations 

      Huangy, Ruoguan; Melekz, Zeki; Keyser, John (The Eurographics Association, 2011)
      In this work, we describe an automated method for directing the control of a high resolution gaseous fluid simulation based on the results of a lower resolution preview simulation. Small variations in accuracy between low ...
    • Procedural Fluid Modeling of Explosion PhenomenaBased on Physical Properties 

      Kawada, Genichi; Kanai, Takashi (The Eurographics Association, 2011)
      We propose a method to procedurally model the fluid flows of explosion phenomena by taking physical properties into account. Explosion flows are always quite difficult to control, because they easily disturb each other and ...
    • A Puppet Interface for Retrieval of Motion Capture Data 

      Numaguchi, Naoki; Nakazawa, Atsushi; Shiratori, Takaaki; Hodgins, Jessica K. (The Eurographics Association, 2011)
      Intuitive and efficient retrieval of motion capture data is essential for effective use of motion capture databases. In this paper, we describe a system that allows the user to retrieve a particular sequence by performing ...
    • Real-Time Classification of Dance Gesturesfrom Skeleton Animation 

      Raptis, Michalis; Kirovski, Darko; Hoppe, Hugues (The Eurographics Association, 2011)
      We present a real-time gesture classification system for skeletal wireframe motion. Its key components include an angular representation of the skeleton designed for recognition robustness under noisy input, a cascaded ...
    • Real-time Facial Animation from Live Video Tracking 

      Rhee, Taehyun; Hwang, Youngkyoo; Kim, James Dokyoon; Kim, Changyeong (The Eurographics Association, 2011)
      This paper describes a complete pipe-line of a practical system for producing real-time facial expressions of a 3D virtual avatar controlled by an actor's live performances. The system handles practical challenges arising ...
    • Robust Real-Time Deformation of Incompressible Surface Meshes 

      Diziol, R.; Bender, J.; Bayer, D. (The Eurographics Association, 2011)
      We introduce an efficient technique for robustly simulating incompressible objects with thousands of elements in real-time. Instead of considering a tetrahedral model, commonly used to simulate volumetric bodies, we simply ...
    • Scenario Space:Characterizing Coverage, Quality, and Failure of SteeringAlgorithms 

      Kapadia, Mubbasir; Wang, Matt; Singh, Shawn; Reinman, Glenn; Faloutsos, Petros (The Eurographics Association, 2011)
      Navigation and steering in complex dynamically changing environments is a challenging research problem, and a fundamental aspect of immersive virtual worlds. While there exist a wide variety of approaches for navigation ...
    • A Simple Finite Volume Method for Adaptive Viscous Liquids 

      Batty, Christopher; Houston, Ben (The Eurographics Association, 2011)
      We present the first spatially adaptive Eulerian fluid animation method to support challenging viscous liquid effects such as folding, coiling, and variable viscosity. We propose a tetrahedral node-based embedded finite ...
    • Simulating Heterogeneous Crowd BehaviorsUsing Personality Trait Theory 

      Guy, Stephen J.; Kim, Sujeong; Lin, Ming C.; Manocha, Dinesh (The Eurographics Association, 2011)
      We present a new technique to generate heterogeneous crowd behaviors using personality trait theory. Our formulation is based on adopting results of a user study to derive a mapping from crowd simulation parameters to the ...
    • Spacetime Vertex Constraints for Dynamically-based Adaptation of Motion-Captured Animation 

      O'Brien, C.; Dingliana, J.; Collins, S. (The Eurographics Association, 2011)
      We present a novel technique for editing motion captured animation. Our iterative solver produces physicallyplausible adaptated animations that satisfy alterations in foot and hand contact placement with the animated ...
    • SPH Granular Flow with Friction and Cohesion 

      Alduán, Iván; Otaduy, Miguel A. (The Eurographics Association, 2011)
      Combining mechanical properties of solids and fluids, granular materials pose important challenges for the design of algorithms for realistic animation. In this paper, we present a simulation algorithm based on smoothed ...