Now showing items 1-20 of 38

    • Handrix: Animating the Human Hand 

      Koura, George El; Singh, Karan (The Eurographics Association, 2003)
      The human hand is a complex organ capable of both gross grasp and fine motor skills. Despite many successful high-level skeletal control techniques, animating realistic hand motion remains tedious and challenging. This ...
    • Interactive Physically Based Solid Dynamics 

      Hauth, M.; Groß, J.; Straßer, W. (The Eurographics Association, 2003)
      The interactive simulation of deformable solids has become a major working area in Computer Graphics. We present a sophisticated material law, better suited for dynamical computations than the standard approaches. As an ...
    • Aesthetic Edits For Character Animation 

      Neff, Michael; Fiume, Eugene (The Eurographics Association, 2003)
      The utility of an interactive tool can be measured by how pervasively it is embedded into a user's work flow. Tools for artists additionally must provide an appropriate level of control over expressive aspects of their ...
    • On Creating Animated Presentations 

      Zongker, Douglas E.; Salesin, David H. (The Eurographics Association, 2003)
      Computers are used to display visuals for millions of live presentations each day, and yet only the tiniest fraction of these make any real use of the powerful graphics hardware available on virtually all of today s machines. ...
    • Construction and Animation of Anatomically Based Human Hand Models 

      Albrecht, Irene; Haber, Jörg; Seidel, Hans-Peter (The Eurographics Association, 2003)
      The human hand is a masterpiece of mechanical complexity, able to perform fine motor manipulations and powerful work alike. Designing an animatable human hand model that features the abilities of the archetype created by ...
    • A Scenario Language to orchestrate Virtual World Evolution 

      Devillers, Frédéric; Donikian, Stéphane (The Eurographics Association, 2003)
      Behavioural animation techniques provide autonomous characters with the ability to react credibly in interactive simulations. The direction of these autonomous agents is inherently complex. Typically, simulations evolve ...
    • Particle-Based Fluid Simulation for Interactive Applications 

      Müller, Matthias; Charypar, David; Gross, Markus (The Eurographics Association, 2003)
      Realistically animated fluids can add substantial realism to interactive applications such as virtual surgery simulators or computer games. In this paper we propose an interactive method based on Smoothed Particle Hydrodynamics ...
    • Visual Simulation of Ice Crystal Growth 

      Kim, Theodore; Lin, Ming C. (The Eurographics Association, 2003)
      The beautiful, branching structure of ice is one of the most striking visual phenomena of the winter landscape. Yet there is little study about modeling this effect in computer graphics. In this paper, we present a novel ...
    • Simulation of Clothing with Folds and Wrinkles 

      Bridson, R.; Marino, S.; Fedkiw, R. (The Eurographics Association, 2003)
      Clothing is a fundamental part of a character's persona, a key storytelling tool used to convey an intended impression to the audience. Draping, folding, wrinkling, stretching, etc. all convey meaning, and thus each is ...
    • Stylizing Motion with Drawings 

      Li, Yin; Gleicher, Michael; Xu, Ying-Qing; Shum, Heung-Yeung (The Eurographics Association, 2003)
      In this paper, we provide a method that injects the expressive shape deformations common in traditional 2D animation into an otherwise rigid 3D motion captured animation. We allow a traditional animator to modify frames ...
    • Mapping optical motion capture data to skeletal motion using a physical model 

      Zordan, Victor B.; Horst, Nicholas C. Van Der (The Eurographics Association, 2003)
      Motion capture has become a premiere technique for animation of humanlike characters. To facilitate its use, researchers have focused on the manipulation of data for retargeting, editing, combining, and reusing motion ...
    • A Sketching Interface for Articulated Figure Animation 

      Davis, James; Agrawala, Maneesh; Chuang, Erika; Popovic, Zoran; Salesin, David (The Eurographics Association, 2003)
      We introduce a new interface for rapidly creating 3D articulated figure animation, from 2D sketches of the character in the desired key frame poses. Since the exact 3D animation corresponding to a set of 2D drawings is ...
    • Sound-by-Numbers: Motion-Driven Sound Synthesis 

      Cardle, M.; Brooks, S.; Bar-Joseph, Z.; Robinson, P. (The Eurographics Association, 2003)
      We present the first algorithm for automatically generating soundtracks for input animation based on other animations' soundtrack. This technique can greatly simplify the production of soundtracks in computer animation and ...
    • Discrete Shells 

      Grinspun, Eitan; Hirani, Anil N.; Desbrun, Mathieu; Schröder, Peter (The Eurographics Association, 2003)
      In this paper we introduce a discrete shell model describing the behavior of thin flexible structures, such as hats, leaves, and aluminum cans, which are characterized by a curved undeformed configuration. Previously such ...
    • Generating Flying Creatures using Body-Brain Co-Evolution 

      Shim, Yoon-Sik; Kim, Chang-Hun (The Eurographics Association, 2003)
      This paper describes a system that produces double-winged flying creatures using body-brain co-evolution without need of complex flapping flight aerodynamics. While artificial life techniques have been used to create a ...
    • Unsupervised Learning for Speech Motion Editing 

      Cao, Yong; Faloutsos, Petros; Pighin, Frédéric (The Eurographics Association, 2003)
      We present a new method for editing speech related facial motions. Our method uses an unsupervised learning technique, Independent Component Analysis (ICA), to extract a set of meaningful parameters without any annotation ...
    • Vision-based Control of 3D Facial Animation 

      Chai, Jin-xiang; Xiao, Jing; Hodgins, Jessica (The Eurographics Association, 2003)
      Controlling and animating the facial expression of a computer-generated 3D character is a difficult problem because the face has many degrees of freedom while most available input devices have few. In this paper, we show ...
    • Geometry-Driven Photorealistic Facial Expression Synthesis 

      Zhang, Qingshan; Liu, Zicheng; Guo, Baining; Shum, Harry (The Eurographics Association, 2003)
      Expression mapping (also called performance driven animation) has been a popular method to generate facial animations. One shortcoming of this method is that it does not generate expression details such as the wrinkles due ...
    • Blowing in the Wind 

      Wei, Xiaoming; Zhao, Ye; Fan, Zhe; Li, Wei; Yoakum-Stover, Suzanne; Kaufman, Arie (The Eurographics Association, 2003)
      We present an approach for simulating the natural dynamics that emerge from the coupling of a flow field to lightweight, mildly deformable objects immersed within it. We model the flow field using a Lattice Boltzmann Model ...
    • An Example-Based Approach for Facial Expression Cloning 

      Pyun, Hyewon; Kim, Yejin; Chae, Wonseok; Kang, Hyung Woo; Shin, Sung Yong (The Eurographics Association, 2003)
      In this paper, we present a novel example-based approach for cloning facial expressions of a source model to a target model while reflecting the characteristic features of the target model in the resulting animation. Our ...