SCA 14: Eurographics/SIGGRAPH Symposium on Computer Animation

Eurographics DL Repository

SCA 14: Eurographics/SIGGRAPH Symposium on Computer Animation

 

Copenhagen, Denmark, July 21 – 23, 2014

Recent Submissions

  • Sanokho, Cunka Bassirou; Desoche, Clement; Merabti, Billal; Li, Tsai-yen; Christie, Marc (The Eurographics Association, 2014)
    This paper presents Camera Motion Graphs, a technique to easily and efficiently generate cinematographic sequences in real-time dynamic 3D environments. A camera motion graph consists of (i) pieces of original camera ...
  • Vögele, Anna; Krüger, Björn; Klein, Reinhard (The Eurographics Association, 2014)
    This work introduces an efficient method for fully automatic temporal segmentation of human motion sequences and similar time series. The method relies on a neighborhood graph to partition a given data sequence into distinct ...
  • Koh, Woojong; Narain, Rahul; O'Brien, James F. (The Eurographics Association, 2014)
    This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account ...
  • Müller, Matthias; Chentanez, Nuttapong; Kim, Tae-Yong; Macklin, Miles (The Eurographics Association, 2014)
    We propose a new set of constraints within the Position Based Dynamics (PBD) framework that allow the control of strain in directions that are independent of the edge directions of the simulation mesh. Instead of constraining ...
  • Gao, Ming; Mitchell, Nathan; Sifakis, Eftychios (The Eurographics Association, 2014)
    We introduce a novel and efficient simulation technique for generating physics-based skinning animations of skeleton-driven characters with full support for collision handling. Although physics-based approaches may use a ...
  • Gauge, Damien; Coros, Stelian; Mani, Sandro; Thomaszewski, Bernhard (The Eurographics Association, 2014)
    We present a computational design tool for creating physical characters using tensegrities - networks of rigid and elastic elements that are in static equilibrium. Whereas the task of designing general tensegrities is very ...
  • Megaro, Vittorio; Thomaszewski, Bernhard; Gauge, Damien; Grinspun, Eitan; Coros, Stelian; Gross, Markus (The Eurographics Association, 2014)
    We propose an interactive design system for rapid crafting of planar mechanical characters. Our method combines the simplicity of sketch-based modeling with the ease of defining motion through extreme poses. In order to ...
  • Berseth, Glen; Kapadia, Mubbasir; Haworth, Brandon; Faloutsos, Petros (The Eurographics Association, 2014)
    In the context of crowd simulation, there is a diverse set of algorithms that model steering. The performance of steering approaches, both in terms of quality of results and computational efficiency, depends on internal ...
  • Hughes, Rowan; Ondrej, Jan; Dingliana, John (The Eurographics Association, 2014)
    All approaches to simulating human collision avoidance for virtual crowds make simplifications to the underlying behaviour. One of the prevalent simplifications is to ignore it's holonomic aspect (i.e. sidestepping, walking ...
  • Best, Andrew; Narang, Sahil; Curtis, Sean; Manocha, Dinesh (The Eurographics Association, 2014)
    We present a novel algorithm to model density-dependent behaviors in crowd simulation. Our approach aims to generate pedestrian trajectories that correspond to the speed/density relationships that are typically expressed ...
  • Patkar, Saket; Aanjaneya, Mridul; Bartle, Aric; Lee, Minjae; Fedkiw, Ronald (The Eurographics Association, 2014)
    We present a novel method for the efficient denting and bending of rigid bodies without the need for expensive finite element simulations. Denting is achieved by deforming the triangulated surface of the target body based ...
  • Wang, Yuting; Jiang, Chenfanfu; Schroeder, Craig; Teran, Joseph (The Eurographics Association, 2014)
    We present a novel virtual node algorithm (VNA) for changing tetrahedron mesh topology to represent arbitrary cutting triangulated surfaces. Our approach addresses a number of shortcomings in the original VNA of [MBF04]. ...
  • Setaluri, Rajsekhar; Wang, Yu; Mitchell, Nathan; Kavan, Ladislav; Sifakis, Eftychios (The Eurographics Association, 2014)
    We present a deformation technique that constructs 2D warps by using spline curves to specify the starting and target shapes of selected key contours. We generate a two-dimensional deformation map from these contours by ...
  • Koschier, Dan; Lipponer, Sebastian; Bender, Jan (The Eurographics Association, 2014)
    We present a method for the adaptive simulation of brittle fracture of solid objects based on a novel reversible tetrahedral mesh refinement scheme. The refinement scheme preserves the quality of the input mesh to a large ...
  • Levine, Joshua A.; Bargteil, Adam W.; Corsi, Christopher; Tessendorf, Jerry; Geist, Robert (The Eurographics Association, 2014)
    The application of spring-mass systems to the animation of brittle fracture is revisited. The motivation arises from the recent popularity of peridynamics in the computational physics community. Peridynamic systems can be ...
  • Li, Yijing; Barbic, Jernej (The Eurographics Association, 2014)
    Isotropic Finite Element Method (FEM) deformable object simulations are widely used in computer graphics. Several applications (wood, plants, muscles) require modeling the directional dependence of the material elastic ...
  • Gast, Theodore F.; Schroeder, Craig (The Eurographics Association, 2014)
    Practical time steps in today's state-of-the-art simulators typically rely on Newton's method to solve large systems of nonlinear equations. In practice, this works well for small time steps but is unreliable at large time ...
  • Umetani, Nobuyuki; Schmidt, Ryan; Stam, Jos (The Eurographics Association, 2014)
    We present a novel method to simulate complex bending and twisting of elastic rods. Elastic rods are commonly simulated using force based methods, such as the finite element method. These methods are accurate, but do not ...
  • Keeler, Todd; Bridson, Robert (The Eurographics Association, 2014)
    We tackle deep water simulation in a scalable way, solving 3D irrotational flow using only variables stored in a mesh of the surface of the water, in time proportional to the rendered mesh. The heart of our method is a ...
  • Chentanez, Nuttapong; Müller, Matthias; Kim, Tae-Yong (The Eurographics Association, 2014)
    We propose a new method to simulate large scale water phenomena by combining particle, 3D grid and height field methods. In contrast to most hybrid approaches that use particles to simulate foam and spray only, we also ...