Now showing items 1-20 of 30

    • Asynchronous Integration with Phantom Meshes 

      Harmony, David; Zhou, Qingnan; Zorin, Denis (The Eurographics Association, 2011)
      Asynchronous variational integration of layered contact models provides a framework for robust collision handling, correct physical behavior, and guaranteed eventual resolution of even the most difficult contact problems. ...
    • Biomechanically-Inspired Motion Path Editing 

      Lockwood, Noah; Singh, Karan (The Eurographics Association, 2011)
      We present a system for interactive kinematic editing of motion paths and timing that employs various biomechanical observations to augment and restrict the edited motion. Realistic path manipulations are enforced by ...
    • Content Retargeting Using Parameter-Parallel Facial Layers 

      Kholgade, Natasha; Matthews, Iain; Sheikh, Yaser (The Eurographics Association, 2011)
      Facial motion retargeting approaches often transfer expressions by establishing correspondences between shared units of motion, such as action units, or spatial correspondences of landmarks between the source actor and ...
    • Controllable Hand Deformation from Sparse Examples with Rich Details 

      Huang, Haoda; Zhao, Ling; Yin, KangKang; Qi, Yue; Yu, Yizhou; Tong, Xin (The Eurographics Association, 2011)
      Recent advances in laser scanning technology have made it possible to faithfully scan a real object with tiny geometric details, such as pores and wrinkles. However, a faithful digital model should not only capture static ...
    • A Data-driven Appearance Model for Human Fatigue 

      Jr., Joseph T. Kider; Pollock, Kaitlin; Safonova, Alla (The Eurographics Association, 2011)
      Humans become visibly tired during physical activity. After a set of squats, jumping jacks or walking up a flight of stairs, individuals start to pant, sweat, loose their balance, and flush. Simulating these physiological ...
    • Element-Wise Mixed Implicit-Explicit Integration for Stable Dynamic Simulation of Deformable Objects 

      Fierz, B.; Spillmann, J.; Harders, M. (The Eurographics Association, 2011)
      In order to evolve a deformable object in time, the underlying equations of motion have to be numerically integrated. This is commonly done by employing either an explicit or an implicit integration scheme. While explicit ...
    • Facial Cartography: Interactive Scan Correspondence 

      Wilson, Cyrus A.; Alexander, Oleg; Tunwattanapong, Borom; Ghosh, Pieter PeersAbhijeet; Busch, Jay; Hartholt, Arno; Debevec, Paul (The Eurographics Association, 2011)
      We present a semi-automatic technique for computing surface correspondences between 3D facial scans in different expressions, such that scan data can be mapped into a common domain for facial animation. The technique can ...
    • Graph-based Fire Synthesis 

      Zhang, Yubo; Correa, Carlos D.; Ma, Kwan-Liu (The Eurographics Association, 2011)
      We present a novel graph-based data-driven technique for cost-effective fire modeling. This technique allows composing long animation sequences using a small number of short simulations. While traditional techniques such ...
    • Human Motion Reconstruction from Force Sensors 

      Ha, Sehoon; Bai, Yunfei; Liu, C. Karen (The Eurographics Association, 2011)
      Consumer-grade, real-time motion capture devices are becoming commonplace in every household, thanks to the recent development in depth-camera technologies. We introduce a new approach to capturing and reconstructing ...
    • Hybrid Smoothed Particle Hydrodynamics 

      Raveendrany, Karthik; Wojtanz, Chris; Turk, Greg (The Eurographics Association, 2011)
      We present a new algorithm for enforcing incompressibility for Smoothed Particle Hydrodynamics (SPH) by preserving uniform density across the domain. We propose a hybrid method that uses a Poisson solve on a coarse grid ...
    • 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 ...