Now showing items 11-28 of 28

    • Face Poser: Interactive Modeling of 3D Facial Expressions Using Model Priors 

      Lau, Manfred; Chai, Jinxiang; Xu, Ying-Qing; Shum, Heung-Yeung (The Eurographics Association, 2007)
      In this paper, we present an intuitive interface for interactively posing 3D facial expressions. The user can create and edit facial expressions by drawing freeform strokes, or by directly dragging facial points in 2D ...
    • Flipping with Physics: Motion Editing for Acrobatics 

      Majkowska, Anna; Faloutsos, Petros (The Eurographics Association, 2007)
      Complex acrobatic stunts, such as double or triple flips, can be performed only by highly skilled athletes. On the other hand, simpler tricks, such as single-flip jumps, are relatively easy to master.We present a method ...
    • Group Behavior from Video: A Data-Driven Approach to Crowd Simulation 

      Lee, Kang Hoon; Choi, Myung Geol; Hong, Qyoun; Lee, Jehee (The Eurographics Association, 2007)
      Crowd simulation techniques have frequently been used to animate a large group of virtual humans in computer graphics applications. We present a data-driven method of simulating a crowd of virtual humans that exhibit ...
    • Guided TimeWarping for Motion Editing 

      Hsu, Eugene; Silva, Marco da; Popovic, Jovan (The Eurographics Association, 2007)
      Time warping allows users to modify timing without affecting poses. It has many applications in animation systems for motion editing, such as refining motions to meet new timing constraints or modifying the acting of ...
    • Harmonic Skeleton for Realistic Character Animation 

      Aujay, Gregoire; Hetroy, Franck; Lazarus, Francis; Depraz, Christine (The Eurographics Association, 2007)
      Current approaches to skeleton generation are based on topological and geometrical information only; this can be insufficient for realistic character animation, since the location of the joints does not usually match the ...
    • Hybrid Simulation of Deformable Solids 

      Sifakis, Eftychios; Shinar, Tamar; Irving, Geoffrey; Fedkiw, Ronald (The Eurographics Association, 2007)
      Although mesh-based methods are efficient for simulating simple hyperelasticity, maintaining and adapting a mesh-based representation is less appealing in more complex scenarios, e.g. collision, plasticity and fracture. ...
    • Kinodynamic skinning using volume-preserving deformations 

      Angelidis, Alexis; Singh, Karan (The Eurographics Association, 2007)
      We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformations for a pose relative to a rest pose create ...
    • Legendre Fluids: A Unified Framework for Analytic Reduced Space Modeling and Rendering of Participating Media 

      Gupta, Mohit; Narasimhan, Srinivasa G. (The Eurographics Association, 2007)
      In this paper, we present a unified framework for reduced space modeling and rendering of dynamic and non- homogenous participating media, like snow, smoke, dust and fog. The key idea is to represent the 3D spatial variation ...
    • Liquid Simulation on Lattice-Based Tetrahedral Meshes 

      Chentanez, Nuttapong; Feldman, Bryan E.; Labelle, François; O Brien, James F.; Shewchuk, Jonathan R. (The Eurographics Association, 2007)
      We describe a method for animating incompressible liquids with detailed free surfaces. For each time step, semi- Lagrangian contouring computes a new fluid boundary (represented as a fine surface triangulation) from the ...
    • Multiobjective Control with Frictional Contacts 

      Abe, Yeuhi; Silva, Marco da; Popovic, Jovan (The Eurographics Association, 2007)
      Standing is a fundamental skill mastered by humans and animals alike. Although easy for adults, it requires careful and deliberate manipulation of contact forces. The variation in contact configuration (e.g., standing on ...
    • On the Beat! Timing and Tension for Dynamic Characters 

      Allen, Brian; Chu, Derek; Shapiro, Ari; Faloutsos, Petros (The Eurographics Association, 2007)
      Dynamic simulation is a promising complement to kinematic motion synthesis, particularly in cases where simulated characters need to respond to unpredictable interactions. Moving beyond simple rag-doll effects, though, ...
    • Real-time Simulations of Bubbles and Foam within a ShallowWater Framework 

      Thuerey, N.; Sadlo, F.; Schirm, S.; Mueller-Fischer, M.; Gross, M. (The Eurographics Association, 2007)
      Bubbles and foam are important fluid phenomena on scales that we encounter in our lives every day. While different techniques to handle these effects were developed in the past years, they require a full 3D fluid solver ...
    • Screen Space Meshes 

      Mueller, Matthias; Schirm, Simon; Duthaler, Stephan (The Eurographics Association, 2007)
      We present a simple yet powerful approach for the generation and rendering of surfaces defined by the boundary of a three-dimensional point cloud. First, a depth map plus internal and external silhouettes of the surface ...
    • A Simple Boiling Module 

      Kim, Theodore; Carlson, Mark (The Eurographics Association, 2007)
      Recent efforts to visually capture the phenomena of boiling have proposed monolithic approaches that extend the basic techniques underlying existing fluid solvers. In this work, we show that if we instead treat boiling as ...
    • Smooth Movers: Perceptually Guided Human Motion Simulation 

      McDonnell, Rachel; Newell, Fiona; O'Sullivan, Carol (The Eurographics Association, 2007)
      To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose update rate is largely constrained by the ...
    • Solving General ShallowWave Equations on Surfaces 

      Wang, Huamin; Miller, Gavin; Turk, Greg (The Eurographics Association, 2007)
      We propose a new framework for solving General Shallow Wave Equations (GSWE) in order to efficiently simulate water flows on solid surfaces under shallow wave assumptions. Within this framework, we develop implicit schemes ...
    • Time-critical distributed contact for 6-DoF haptic rendering of adaptively sampled reduced deformable models 

      Barbic, Jernej; James, Doug (The Eurographics Association, 2007)
      Real-time evaluation of distributed contact forces for rigid or deformable 3D objects is important for providing multi-sensory feedback in emerging real-time applications, such as 6-DoF haptic force-feedback rendering. ...
    • Weakly compressible SPH for free surface flows 

      Becker, Markus; Teschner, Matthias (The Eurographics Association, 2007)
      We present a weakly compressible form of the Smoothed Particle Hydrodynamics method (SPH) for fluid flow based on the Tait equation. In contrast to commonly employed projection approaches that strictly enforce incompress- ...