Recent Submissions

  • Outside-In Anatomy Based Character Rigging 

    Pratscher, Michael; Coleman, Patrick; Laszlo, Joe; Singh, Karan (The Eurographics Association, 2005)
    For believable character animation, skin deformation should communicate important deformation effects due to underlying muscle movement. Anatomical models that capture these effects are typically constructed from the inside ...
  • Physically Based Rigging for Deformable Characters 

    Capell, Steve; Burkhart, Matthew; Curless, Brian; Duchamp, Tom; Popovic, Zoran (The Eurographics Association, 2005)
    In this paper we introduce a framework for instrumenting ( rigging ) characters that are modeled as dynamic elastic bodies, so that their shapes can be controlled by an animator. Because the shape of such a character is ...
  • Physically Based Grasping Control from Example 

    Pollard, Nancy S.; Zordan, Victor B. (The Eurographics Association, 2005)
    Animated human characters in everyday scenarios must interact with the environment using their hands. Captured human motion can provide a database of realistic examples. However, examples involving contact are difficult ...
  • Helping Hand: An Anatomically Accurate Inverse Dynamics Solution For Unconstrained Hand Motion 

    Tsang, Winnie; Singh, Karan; Fiume, Eugene (The Eurographics Association, 2005)
    We present a realistic skeletal musculo-tendon model of the human hand and forearm. The model permits direct forward dynamics simulation, which accurately predicts hand and finger position given a set of muscle activations. ...
  • Fast and accurate goal-directed motion synthesis for crowds 

    Sung, Mankyu; Kovar, Lucas; Gleicher, Michael (The Eurographics Association, 2005)
    This paper presents a highly efficient motion synthesis algorithm that is well suited for animating large numbers of characters. Given constraints that require characters to be in specific poses, positions, and orientations ...
  • Group Motion Graphs 

    Lai, Yu-Chi; Chenney, Stephen; Fan, Shao Hua (The Eurographics Association, 2005)
    We introduce Group Motion Graphs, a data-driven animation technique for groups of discrete agents, such as flocks, herds, or small crowds. Group Motion Graphs are conceptually similar to motion graphs constructed from ...
  • Vortex Fluid for Gaseous Phenomena 

    Park, Sang Il; Kim, Myoung Jun (The Eurographics Association, 2005)
    In this paper, we present a method for visual simulation of gaseous phenomena based on the vortex method. This method uses a localized vortex flow as a basic building block and combines those blocks to describe a whole ...
  • Behavior Planning for Character Animation 

    Lau, Manfred; Kuffner, James J. (The Eurographics Association, 2005)
    This paper explores a behavior planning approach to automatically generate realistic motions for animated characters. Motion clips are abstracted as high-level behaviors and associated with a behavior finite-state machine ...
  • XFluids in Deforming Meshes 

    Feldman, Bryan E.; O Brien, James F.; Klingner, Bryan M.; Goktekin, Tolga G. (The Eurographics Association, 2005)
    This paper describes a simple modification to an Eulerian fluid simulation that permits the underlying mesh to deform independent of the simulated fluid s motion. The modification consists of a straightforward adaptation ...
  • Adapted Unstructured LBM for Flow Simulation on Curved Surfaces 

    Fan, Z.; Zhao, Y.; Kaufman, A.; He, Y. (The Eurographics Association, 2005)
    Flow motion on curved surfaces of arbitrary topology is an interesting visual effect but a complex dynamics to simulate. In this paper, we introduce a novel and effective way to model such dynamics. We propose a technique ...
  • Taming Liquids for Rapidly Changing Targets 

    Shi, Lin; Yu, Yizhou (The Eurographics Association, 2005)
    Following rapidly changing target objects is a challenging problem in fluid control, especially when the natural fluid motion should be preserved. The fluid should be responsive to the changing configuration of the target ...
  • Particle-Based Fluid-Fluid Interaction 

    Müller, Matthias; Solenthaler, Barbara; Keiser, Richard; Gross, Markus (The Eurographics Association, 2005)
    The interesting and complex behavior of fluids emerges mainly from interaction processes. While interactions of fluids with static or dynamic solids has caught some attention in computer graphics lately, the mutual interaction ...
  • Simple and efficient compression of animation sequences 

    Sattler, Mirko; Sarlette, Ralf; Klein, Reinhard (The Eurographics Association, 2005)
    We present a new geometry compression method for animations, which is based on the clustered principal component analysis (CPCA). Instead of analyzing the set of vertices for each frame, our method analyzes the set of paths ...
  • Particle-based Viscoelastic Fluid Simulation 

    Clavet, Simon; Beaudoin, Philippe; Poulin, Pierre (The Eurographics Association, 2005)
    We present a new particle-based method for viscoelastic fluid simulation.We achieve realistic small-scale behavior of substances such as paint or mud as they splash on moving objects. Incompressibility and particle ...
  • Animosaics 

    Smithy, Kaleigh; Liuz, Yunjun; Klein, Allison (The Eurographics Association, 2005)
    Animated mosaics are a traditional form of stop-motion animation created by arranging and rearranging small objects or tiles from frame to frame. While this animation style is uniquely compelling, the traditional process ...
  • Robust Quasistatic Finite Elements and Flesh Simulation 

    Teran, Joseph; Sifakis, Eftychios; Irving, Geoffrey; Fedkiw, Ronald (The Eurographics Association, 2005)
    Quasistatic and implicit time integration schemes are typically employed to alleviate the stringent time step restrictions imposed by their explicit counterparts. However, both quasistatic and implicit methods are subject ...
  • Progressive Multiresolution Meshes for Deforming Surfaces 

    Kircher, Scott; Garland, Michael (The Eurographics Association, 2005)
    Time-varying surfaces are ubiquitous in movies, games, and scientific applications. For reasons of efficiency and simplicity of formulation, these surfaces are often generated and represented as dense polygonal meshes with ...
  • Analyzing the Physical Correctness of Interpolated Human Motion 

    Safonova, Alla; Hodgins, Jessica K. (The Eurographics Association, 2005)
    Two human motions can be linearly interpolated to produce a new motion, giving the animator control over the length of a jump, the speed of walking, or the height of a kick. Over the past ten years, this simple technique ...
  • AER: Aesthetic Exploration and Refinement for Expressive Character Animation 

    Neff, Michael; Fiume, Eugene (The Eurographics Association, 2005)
    Our progress in the problem of making animated characters move expressively has been slow, and it persists in being among the most challenging in computer graphics. Simply attending to the low-level motion control problem, ...
  • Simulating Complex Hair with Robust Collision Handling 

    Choe, Byoungwon; Choi, Min Gyu; Ko, Hyeong-Seok (The Eurographics Association, 2005)
    We present a new framework for simulating dynamic movements of complex hairstyles. The proposed framework, which treats hair as a collection of wisps, includes new approaches to simulating dynamic wisp movements and handling ...

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