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Policies for Goal Directed Multi-Finger Manipulation
(The Eurographics Association, 2012)
We present a method for one-handed task based manipulation of objects. Our approach uses a mid-level multiphase approach to break the problem into three parts, providing an appropriate control strategy for each phase and ...
Real-time Hair Simulation with Efficient Hair Style Preservation
(The Eurographics Association, 2012)
Hair can be a prominent feature of characters in real-time games. In this paper, we propose hair simulation with efficient preservation of various hair styles. Bending and twisting effects are crucial to simulate curly or ...
A Choreographic Authoring System for Character Dance Animation Reflecting a User's Preference
(The Eurographics Association, 2016)
We propose a new system for constructing character dance animation by considering animator's preferences. First, a user of the proposed system assigns a preferred motion, obtained through a searching algorithm, to arbitrary ...
Optimized Route for Crowd Evacuation
(The Eurographics Association, 2016)
An evacuation plan helps people move away from an area or a building. To achieve a fast evacuation, we present an algorithm to compute the optimal route for each local region. The idea is to reduce congestion and to maximize ...
Use and Re-use of Facial Motion CaptureData
(The Eurographics Association, 2003)
Motion capture (mocap) data is commonly used to recreate complex human motions in computer graphics. Markers are placed on an actor, and the captured movement of these markers allows us to animate computer-generated ...
Tongue S(t)imulator - A Comprehensive Parametrized Pose Model for Speech Therapy
(The Eurographics Association, 2015)
Recent digital applications in speech therapy address patients to train auditive speech comprehension, reading or semantics, in a playful way. Virtual tutors consist of three-dimensional head models for assisting the patient ...
Generic Spine Model with Simple Physics for Life-Like Quadrupeds and Reptiles
(The Eurographics Association, 2012)
We propose a pseudo-physics system and a spine model that can be coupled to generate life-like locomotion animations of quadrupeds and reptiles. The pseudo-physics system uses minimalist particle-based physics and values ...
Cloth-Fluid Contact
(The Eurographics Association, 2013)
We present a robust and efficient method for the two-way coupling between particle-based fluid simulations and infinitesimally thin solids represented by triangular meshes. Our approach is based on a hybrid method that ...
Accelerating Graph-based Path Planning Through Waypoint Clustering
(The Eurographics Association, 2015)
Modern Computer Graphics applications commonly feature very large virtual environments and diverse characters which perform different kinds of motions. To accelerate path planning in such scenario, we propose subregion ...
An Efficient Surface Reconstruction Pipeline for Particle-Based Fluids
(The Eurographics Association, 2012)
In this paper we present an efficient surface reconstruction pipeline for particle-based fluids such as smoothed particle hydrodynamics. After the scalar field computation and the marching cubes based triangulation, we ...