Now showing items 1-20 of 27

    • Bounded Normal Trees for Reduced Deformations of Triangulated Surfaces 

      Schvartzman, Sara C.; Gascón, Jorge; Otaduy, Miguel A. (ACM SIGGRAPH / Eurographics Association, 2009)
      Several reduced deformation models in computer animation, such as linear blend skinning, point-based animation, embedding in finite element meshes, cage-based deformation, or subdivision surfaces, define surface vertex ...
    • Preface and Table of Contents 

      Eitan Grinspun and Jessica Hodgins (ACM SIGGRAPH / Eurographics Association, 2009)
    • Pose-Timeline for Propagating Motion Edits 

      Mukai, Tomohiko; Kuriyama, Shigeru (ACM SIGGRAPH / Eurographics Association, 2009)
      Motion editing often requires repetitive operations for modifying similar action units to give a similar effect or impression. This paper proposes a system for efficiently and flexibly editing the sequence of iterative ...
    • Style Learning and Transferring for Facial Animation Editing 

      Ma, Xiaohan; Le, Binh Huy; Deng, Zhigang (ACM SIGGRAPH / Eurographics Association, 2009)
      Most of current facial animation editing techniques are frame-based approaches (i.e., manually edit one keyframe every several frames), which is ineffective, time-consuming, and prone to editing inconsistency. In this ...
    • Interactive Editing of Motion Style Using Drives and Correlations 

      Neff, Michael; Kim, Yejin (ACM SIGGRAPH / Eurographics Association, 2009)
      Animation data, from motion capture or other sources, is becoming increasingly available and provides high quality motion, but is difficult to customize for the needs of a particular application. This is especially true ...
    • Visibility Transition Planning for Dynamic Camera Control 

      Oskam, Thomas; Sumner, Robert W.; Thuerey, Nils; Gross, Markus (ACM SIGGRAPH / Eurographics Association, 2009)
      We present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into ...
    • Spatial Deformation Transfer 

      Ben-Chen, Mirela; Weber, Ofir; Gotsman, Craig (ACM SIGGRAPH / Eurographics Association, 2009)
      Much effort is invested in generating natural deformations of three-dimensional shapes. Deformation transfer simplifies this process by allowing to infer deformations of a new shape from existing deformations of a similar ...
    • Simulating Balance Recovery Responses to Trips Based on Biomechanical Principles 

      Shiratori, Takaaki; Coley, Brooke; Cham, Rakié; Hodgins, Jessica K. (ACM SIGGRAPH / Eurographics Association, 2009)
      To realize the full potential of human simulations in interactive environments, we need controllers that have the ability to respond appropriately to unexpected events. In this paper, we create controllers for the trip ...
    • Automatic Construction of a Minimum Size Motion Graph 

      Zhao, Liming; Normoyle, Aline; Khanna, Sanjeev; Safonova, Alla (ACM SIGGRAPH / Eurographics Association, 2009)
      Motion capture data have been used effectively in many areas of human motion synthesis. Among those, motion graph-based approaches have shown great promise for novice users due to their ability to generate long motions and ...
    • Interactive Synthesis of Human-Object Interaction 

      Jain, Sumit; Liu, C. Karen (ACM SIGGRAPH / Eurographics Association, 2009)
      We present an interactive motion editing tool for creating dynamic scenes with human and object interaction. Our approach solves for an optimal control problem that leverages methods for physics-based rigid body control ...
    • Real-Time Deformation and Fracture in a Game Environment 

      Parker, Eric G.; O'Brien, James F. (ACM SIGGRAPH / Eurographics Association, 2009)
      This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this ...
    • Anisotropic Friction for Deformable Surfaces and Solids 

      Pabst, Simon; Thomaszewski, Bernhard; Straßer, Wolfgang (ACM SIGGRAPH / Eurographics Association, 2009)
      This paper presents a method for simulating anisotropic friction for deforming surfaces and solids. Frictional contact is a complex phenomenon that fuels research in mechanical engineering, computational contact mechanics, ...
    • Energy Stability and Fracture for Frame Rate Rigid Body Simulations 

      Su, Jonathan; Schroeder, Craig; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2009)
      Our goal is to design robust algorithms that can be used for building real-time systems, but rather than starting with overly simplistic particle-based methods, we aim to modify higher-end visual effects algorithms. A major ...
    • ClearPath: Highly Parallel Collision Avoidance for Multi-Agent Simulation 

      Guyy, Stephen. J.; Chhugani, Jatin; Kim, Changkyu; Satish, Nadathur; Lin, Ming; Manocha, Dinesh; Dubey, Pradeep (ACM SIGGRAPH / Eurographics Association, 2009)
      We present a new local collision avoidance algorithm between multiple agents for real-time simulations. Our approach extends the notion of velocity obstacles from robotics and formulates the conditions for collision free ...
    • Experiment-based Modeling, Simulation and Validation of Interactions between VirtualWalkers 

      Pettré, Julien; Ondrej, Jan; Olivier, Anne-Hélène; Cretual, Armel; Donikian, Stéphane (ACM SIGGRAPH / Eurographics Association, 2009)
      An interaction occurs between two humans when they walk with converging trajectories. They need to adapt their motion in order to avoid and cross one another at respectful distance. This paper presents a model for solving ...
    • SteerBug: An Interactive Framework for Specifying and Detecting Steering Behaviors 

      Kapadia, Mubbasir; Singh, Shawn; Allen, Brian; Reinman, Glenn; Faloutsos, Petros (ACM SIGGRAPH / Eurographics Association, 2009)
      The size of crowds that modern computer games and urban simulations are capable of handling has given rise to the challenging problem of debugging and testing massive simulations of autonomous agents. In this paper, we ...
    • Fitting Behaviors to Pedestrian Simulations 

      Lerner, Alon; Fitusi, Eitan; Chrysanthou, Yiorgos; Cohen-Or, Daniel (ACM SIGGRAPH / Eurographics Association, 2009)
      In this paper we present a data-driven approach for fitting behaviors to simulated pedestrian crowds. Our method annotates agent trajectories, generated by any crowd simulator, with action-tags. The aggregate effect of ...
    • A Point-based Method for Animating Incompressible Flow 

      Sin, Funshing; Bargteil, Adam W.; Hodgins, Jessica K. (ACM SIGGRAPH / Eurographics Association, 2009)
      In this paper, we present a point-based method for animating incompressible flow. The advection term is handled by moving the sample points through the flow in a Lagrangian fashion. However, unlike most previous approaches, ...
    • Accurate Tangential Velocities For Solid Fluid Coupling 

      Robinson-Mosher, Avi; English, R. Elliot; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2009)
      We propose a novel method for obtaining more accurate tangential velocities for solid fluid coupling. Our method works for both rigid and deformable objects as well as both volumetric objects and thin shells. The fluid can ...
    • Fast and Robust Tracking of Fluid Surfaces 

      Müller, Matthias (ACM SIGGRAPH / Eurographics Association, 2009)
      Surface tracking is an important problem with applications in many research fields. Among the most famous examples in computer graphics is the simulation and rendering of liquids with free surfaces. A surface that is ...