%---------------in proceedings

@InProceedings{Hanotaux:EGanim92-1,
 crossref = {EGanim92-proc},
 author =   {Gabriel Hanotaux},
 title =    {Interactive Control of Orientation Interpolations},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Bechmann:EGanim92-2,
 crossref = {EGanim92-proc},
 author =   {Dominique Bechmann and Nicolas Dubreuil},
 title =    {Animation through Space and Time based on a Space Deformations
Model},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Koller:EGanim92-3,
 crossref = {EGanim92-proc},
 author =   {Thomas M. Koller and Arghyro Paouri and Daniel Thalmann},
 title =    {A Tool for Interactive Control in Dynamics-Based Animation},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Viaud:EGanim92-4,
 crossref = {EGanim92-proc},
 author =   {Marie-Luce Viaud and Hussein Yahia},
 title =    {Facial Animation with Wrinkles},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Boulic:EGanim92-5,
 crossref = {EGanim92-proc},
 author =   {Ronan Boulic and Daniel Thalmann},
 title =    {TRACK a Kinematic Goal-Oriented Animation System for
Coordinated
Editing of Joint-Space Based Motions},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 year =     {1992},
 month =    {September},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Gascuel:EGanim92-6,
 crossref = {EGanim92-proc},
 author =   {Jean-Dominique Gascuel and Marie-Paule Gascuel},
 title =    {Displacement Constraints: a New Method for Interactive Dynamic
Animation of Articulated Solids},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Park:EGanim92-7,
 crossref = {EGanim92-proc},
 author =   {Jihun Park and Donnald Fussel and James C. Browne},
 title =    {Motion Control using Extended Generalized Coordinate
Transformations},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,

September~7--11, 1992}
}

@InProceedings{Sclaroff:EGanim92-8,
 crossref = {EGanim92-proc},
 author =   {Stan Sclaroff and Irfan A. Essa and Alex Pentland},
 title =    {Vision-based Animation: Applications of a Unified Approach for
Physical and Geometric Modeling},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Maisel:EGanim92-9,
 crossref = {EGanim92-proc},
 author =   {Eric Maisel and G{\'e}rard H{\'e}gron},
 title =    {A Realistic Image Synthesis of Animation Sequences based on
Temporal Coherence},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Loizidou:EGanim92-10,
 crossref = {EGanim92-proc},
 author =   {S.M. Loizidou and G.J. Clapworthy},
 title =    {HIDDS -- Hybrid Inverse and Direct Dynamics System for Human
Figure Animation},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Stewart:EGanim92-11,
 crossref = {EGanim92-proc},
 author =   {A.J. Stewart and J.F. Cremer},
 title =    {Animation of Human Locomotion Climbing Stairs and Descending
Stairs},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{vandePanne:EGanim92-12,
 crossref = {EGanim92-proc},
 author =   {M. van de Panne and E. Fiume and Z.G. Vranesic},
 title =    {Control Techniques for Physical-Based Animation},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Park:EGanim92-13,
 crossref = {EGanim92-proc},
 author =   {J. Park and D. Fussell and M. Pandy and J.C. Browne},
 title =    {Realistic Animation using Musculotendon Skeletal Dynamics and
Suboptimal Control},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{House:EGanim92-14,
 crossref = {EGanim92-proc},
 author =   {Donald H. House, David E. Breen and Phillip H. Getto},
 title =    {On the dynamic Simulation of Physically-Based Particle-System
Models},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Baciu:EGanim92-15,
 crossref = {EGanim92-proc},
 author =   {G. Baciu and F. J. Heningman and R.H. Bartels and H.K. Kesavan},
 title =    {A Formal Approach to Modeling and Animation of Physically Based
Systems},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Arnaldi:EGanim92-16,
 crossref = {EGanim92-proc},
 author =   {B. Arnaldi and G. Dumont},
 title =    {Vehicle simulation versus vehicule animation},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Lin:EGanim92-17,
 crossref = {EGanim92-proc},
 author =   {Ming C. Lin and John F. Canny},
 title =    {Efficient Collision Detection for Animation},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}

@InProceedings{Freidmann:EGanim92-18,
 crossref = {EGanim92-proc},
 author =   {Martin Friedmann and Alex Pentland},
 title =    {Distributed Physical Simulation},
 booktitle ={Computer Animation and Simulation '92},
 address =  {Cambridge, England},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1992},
 note =     {Proceedings of the Eurographics Workshop in Cambridge, England,
September~7--11, 1992}
}


@Proceedings{EGanim91-proc,
   booktitle = {Computer Animation and Simulation '91},
   title =     {Computer Animation and Simulation '91},
   note =      {Proc.\ Eurographics Workshop, Vienna, Austria, September~1--2, 1991},
   year =      {1991},
   editor =    {G. Hegron and D. Thalmann},
   series =    {Eurographics},
   publisher = {University of Vienna}
}

@InProceedings{Wilby:EGanim91-1,
 crossref = {EGanim91-proc},
 author =   {M.R. Wilby and M.W. Ricketts and D.D. Vvedensky},
 title =    {Animation of Crystal Grouth},
 pages =    {1--9},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Tsopelas:EGanim91-11,
 crossref = {EGanim91-proc},
 author =   {N. Tsopelas},
 title =    {Animating the Crumpling Behaviour of Garments},
 pages =    {11--23},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Max:EGanim91-25,
 crossref = {EGanim91-proc},
 author =   {N. Max},
 title =    {Computr Animation of Photosynthesis},
 pages =    {25--39},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{vanOverveld:EGanim91-41,
 crossref = {EGanim91-proc},
 author =   {C.W. van Overveld},
 title =    {Building Blocks for Goal Direction Motion},
 pages =    {41--54},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Forsey:EGanim91-55,
 crossref = {EGanim91-proc},
 author =   {D.R. Forsey},
 title =    {A Surface Model for Skeleton-Based Character Animation},
 pages =    {55--73},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Mahmud:EGanim91-75,
 crossref = {EGanim91-proc},
 author =   {Syed Kamran Mahmud and Bulent Ozguc},
 title =    {Semi Goal-Directed Animation: A new Abstraction of Motion
Specification in Parametric Key-Frame Animation of Human Motion},
 pages =    {75--87},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Widyanto:EGanim91-89,
 crossref = {EGanim91-proc},
 author =   {Toto Widyanto and Andrew Marriott and Malcolm West},
 title =    {Applying a Visual Perception Model to a Behavioural Animation
Sytem},
 pages =    {89--98},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Altman:EGanim91-99,
 crossref = {EGanim91-proc},
 author =   {Marty Altman and Mary Ann Frogge and Roger Huder},
 title =    {Simulation Behaviors in the High-Rise Fire Incident Command
Training System},
 pages =    {99--113},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Bragatto:EGanim91-115,
 crossref = {EGanim91-proc},
 author =   {Paolo Bragatto and Nadia Mazzino and Patrizia Palamidese},
 title =    {Animated Visualization of Scalar Fields},
 pages =    {115--127},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Kuhn:EGanim91-129,
 crossref = {EGanim91-proc},
 author =   {Volker Kuhn and Wolfgang Muller},
 title =    {Advanced Object-Oriented Methods and Concepts for Simulations of Multi Body Systems},
 pages =    {129--151},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria, September~1--2, 1991}
}

@InProceedings{Rozenblat:EGanim91-153,
 crossref = {EGanim91-proc},
 author =   {Gary D. Rozenblat and Richard R. Muntz},
 title =    {The Tangram Simulation Animation System},
 pages =    {153--167},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Thalmann:EGanim91-169,
 crossref = {EGanim91-proc},
 author =   {Nadia Magnenat Thalmann and Daniel Thalmann},
 title =    {3-D Devices and Virtual Reality in Human Animation},
 pages =    {169--181},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Velho:EGanim91-183,
 crossref = {EGanim91-proc},
 author =   {Luiz Velho and Jonas Miranda Gomes},
 title =    {A Dynamics Simulation Environment fo Implicit Objects using
Discrete Models},
 pages =    {183--190},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Bouma:EGanim91-191,
 crossref = {EGanim91-proc},
 author =   {William J. Bouma and George Vanecek Jr.},
 title =    {Collision Detection and Analysis in a Physically Based
Simulation},
 pages =    {191--203},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Hegron:EGanim91-205,
 crossref = {EGanim91-proc},
 author =   {Gerard Hegron},
 title =    {Rolling on a Smooth Biparametric Surface},
 pages =    {205--213},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Maler:EGanim91-215,
 crossref = {EGanim91-proc},
 author =   {Oded Maler and Bruno Arnaldi and Georges Dumont},
 title =    {Simulation Experiments with an Aritificial Worm},
 pages =    {215--221},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Kearney:EGanim91-223,
 crossref = {EGanim91-proc},
 author =   {Joseph K. Kearney and Stuart Hansen and James F. Cremer},
 title =    {Programming Mechanical Simulations},
 pages =    {223--243},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Jimenez:EGanim91-245,
 crossref = {EGanim91-proc},
 author =   {Stephane Jimenez and Annie Luciana and Olivier Raoult},
 title =    {Physical Simulation of Land Vehicules with Obstacle Avoidance
and
Various Terrain Interaction},
 pages =    {245--262},
 editor =   {G. Hegron and D. Thalmann},
 booktitle ={Computer Animation and Simulation '91},
 address =  {Vienna, Austria},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1991},
 note =     {Proceedings of the Eurographics Workshop in Vienna, Austria,
September~1--2, 1991}
}

@InProceedings{Bodenheimer:EGanim97-3,
 crossref = {EGanim97-proc},
 author =   {Bobby Bodenheimer and Chuck Rose and
	   Seth Rosenthal and John Pella},
 title =    {The Process of Motion Capture -- Dealing with the Data},
 pages =    {3-18},
 abstract = {This paper presents a detailed description of the process of motion capture, whereby
	   sensor information from a performer is transformed into an articulated, hierarchical
	   rigid-body object. We describe the gathering of the data, the real-time construction
	   of a virtual skeleton which a director can use for immediate feedback, and the
	   offline processing which produces the articulated object. This offline process
	   involves a robust statistical estimation of the size of the skeleton and an inverse
	   kinematic optimization to produce the desired joint angle trajectories. Additionally,
	   we discuss a variation on the inverse kinematic optimization which can be used
	   when the standard approach does not yield satisfactory results for the special cases
	   when joint angle consistency is desired between a group of motions. These procedures
	   work well and have been used to produce motions for a number of commercial games.}
}

@InProceedings{Wagner:EGanim97-19,
 crossref = {EGanim97-proc},
 author =   {Fernando Wagner and Serpa Vieira da Silva},
 title =	  {A New Interface Paradigm for Motion Capture Based Animation Systems},
 pages =	  {19-36},
 abstract = {This paper proposes a new user interface paradigm for motion
	   capture based animation systems, providing ìntuitive and efficient ways to
	   visualize the main motion capture concepts and operations. A prototype
	   system was built, implementing the proposed interface model and supported
	   by a flexible architecture that is suitable to work with the motion capture
	   methodology.

	   keywords: motion capture, animation systems, computer animation, graphic
		     interfaces, GUI paradigm, motion control.}
}

@InProceedings{Musse:EGanim97-39,
 crossref = {EGanim97-proc},
 author =   {S. R. Musse and D. Thalmann},
 title =	  {A Model of Human Crowd Behavior:
	   Group Inter-Relationship and Collision Detection Analysis},
 pages =	  {39-52},
 abstract = {This paper presents a model of crowd behavior to simulate the motion of a generic
	   population in a specific environment. The individual parameters are created by a
	   distributed random behavioral model which is determined by few parameters. This paper
	   explores an approach based on the relationship between the autonomous virtual humans
	   of a crowd and the emergent behavior originated from it. We have used some concepts
	   from sociology to represent some specific behaviors and represent the visual output.
	   We applied our model in two applications: a graphic called sociogram that visualizes
	   our population during the simulation, and a simple visit to a museum. In addition, we
	   discuss some aspects about human crowd collision.}
}

@InProceedings{Faure:EGanim97-53,
 crossref = {EGanim97-proc},
 author =   {Fran{\c{c}}ois Faure and Gilles Debunne and
	   Marie-Paule Cani-Gascuel and Franck Multon},
 title =	  {Dynamic analysis of human walking},
 pages =	  {53-65},
 abstract = {Synthetising realistic animations of human figures should benefit from both a priori
	   biomechanical knowledge on human motion and physically based simulation techniques,
	   eager to adapt motion to the specific environment in which it takes place. This paper
	   performs a first step towards this goal, by computing and analyzing the internal
	   actuator forces involved when the human figure performs specific walk motions. The
	   computations rely on a robust simulator where forward and inverse dynamics are
	   combined with automatic collision detection and response. The force curves we obtain
	   give interesting information on the respective action of muscles in various styles of
	   walks. Our further plans include parameterizing them and using them to control
	   physically-based simulations of walk motions.}
}

@InProceedings{Wu:EGanim97-69,
 crossref = {EGanim97-proc},
 author =   {Yin Wu and Prem Kalra and Nadia Magnenat Thalmann},
 title =	  {Physically-based Wrinkle Simulation \& Skin Rendering},
 pages =	  {69-79},
 abstract = {Wrinkle simulation with skin modeling and deformation are extremely important in
	   enhancing the realism of human figure models. In this paper we present a model which
	   simulates the skin deformation based on a biomechanic model and generates dynamic
	   wrinkles rendered with texture image. The biomechanical model considers the skin as a
	   membrane undergoing large deformations and puts the local coordinate system of each
	   triangle element to its principal strain directions Synthetic micro and macro
	   structure patterns combined with real photos are employed as texture images to mimic
	   the skin surface details Furthermore, the potential wrinkle lines are defined, the
	   dynamics of expressive wrinkles and aging wrinkles - their depth and fold - is
	   modeled based on the principal strain of the deformed skin surface and duration of
	   deformation. Multi-layered color and bump texture mapping is used for skin rendering.

	   Keywords: Skin, Wrinkle, Aging, Texture, Deformation.},
}

@InProceedings{Ng-Thow-Hing:EGanim97-81,
 crossref = {EGanim97-proc},
 author =   {Victor Ng-Thow-Hing and Eugene Fiume},
 title =	  {Interactive display and animation of B-spline solids as muscle shape primitives},
 pages =	  {81-97},
 abstract = {We argue that B-spline solids are effective primitives for the animation of
	   physically- based deformable objects. After reviewing the mathematical formulation of
	   B-spline solids, we describe how to quickly display and modulate their shapes. We
	   apply our ideas to muscle modelling and provide techniques for initial shape
	   definition and subsequent shape deformation. Data-fitting techniques are developed to
	   build muscles from profile curves or from contour data taken from medical images. By
	   applying a spring-mass model to the resulting B-spline solid, we have transformed a
	   static model to a deformable one. The 3-D parameterization of the solid allows us to
	   model microstructures within the solids such as fibre bundles in a muscle. B-spline
	   solids are powerful and versatile deformable shape primitives that can be used in
	   practical settings, such as the building-blocks of a muscle-based modeller and
	   animation system for anatomical design.

	   Keywords: deformable objects, muscle, B-spline solid,
		     free-form deformations, anatomy},
}

@InProceedings{Reynolds:EGanim97-99,
 crossref = {EGanim97-proc},
 author =   {Hugh Reynolds},
 title =	  {An Alternative Inter-Particle Force Model for Coupled System Flexible Body Dynamics},
 pages =	  {99-110},
 abstract = {We present a modified coupled particle system for the animation of flexible body
	   motion, deformation and breakage. The standard Lennard-Jones model of inter-particle
	   potential is replaced by a little known potential theory originally formulated by
	   Fr. Roger Boscovich in 1765. This, multi rest-point, approach yields elegant solutions
	   for problems which have proved difficult to address using alternative inter-particle
	   potentials (e.g. permanent plastic deformation). Experimental simulation, results and
	   analysis are presented which validate the approach.

	   Keywords : Particle Models, Physics, Deformations, Dynamics.},
}

@InProceedings{Neyret:EGanim97-113,
 crossref = {EGanim97-proc},
 author =   {Fabrice Neyret},
 title =	  {Qualitative Simulation of Convective Cloud Formation and Evolution},
 pages =	  {113-124},
 abstract = {Cloud simulation models are rare in computer graphics, although many rendering
	   algorithms have been developed to evaluate the illumination and the color of gaseous
	   phenomena. The laws of fluid mechanics used for physical simulation require a fine
	   resolution in space and time, and solving the Navier-Stokes equation in 3D is in
	   general quite costly. However, many heuristics, dealing with various scales, can be
	   used to describe the evolution of the shape of convective clouds such as cumulus.
	   These go beyond the classical equations governing the motion of each element of
	   fluid volume. Physicists characterize the identity and behavior of phenomena such
	   as bubbles, jets, instabilities, waves, convective cells, and vortices. Moreover, the
	   shape of a convective cloud can be considered as a surface, so that we only require
	   detailed information near the periphery of the cloud volume.
	   A guiding principle in our ongoing research is to take advantage of this type of
	   high level knowledge available at various scales in order to obtain a simulation of
	   convective clouds that may not be physically-accurate, but that will be perceptually
	   convincing.

	   Keywords: clouds, simulation, natural phenomena},
}

@InProceedings{Benes:EGanim97-125,
  crossref = {EGanim97-proc},
  author =   {Bed{\v{r}}ich Bene{\v{s}}},
  title =    {Visual Model of Plant Development with Respect to Influence of Light},
  pages =    {125-136},
  abstract = {This paper deals with simulation of plant development and
	   focuses on influence of light. Most of the previously published methods
	   dealing with light in these simulations use sky discretization, source of
	   aliasing error which was never mentioned in literature. This paper investigates
	   the problem and proposes a solution to it. The second influence which strongly
	   affects the shape of a plant is the relationship between the amount of light and
	   the activity of buds. We offer here a simplified model to demonstrate this
	   dependency.},
}

@InProceedings{Gonzato:EGanim97-137,
  crossref = {EGanim97-proc},
  author =   {Jean-Christophe Gonzato and Bertrand Le Sa{\"e}c},
  title =	 {A phenomenological model of coastal scenes based on physical considerations},
  pages =	 {137-148},
  abstract = {In this article, we present a dynamic version of wave tracing previously introduced
	   in computer graphics by Ts'o and Barsky. An empirical model of water waves based
	   on Gerstner, Biesel models and the Fournier method is also proposed.

	   Keywords: Ocean, water waves, plunging breakers, wave tracing},
}

@InProceedings{Ono:EGanim97-149,
  crossref = {EGanim97-proc},
  author =   {Hiromi Ono},
  title =	 {Practical experience in the physical animation and destruction of trees},
  pages =	 {149-159},
  abstract = {Much attention has been paid to generating realistic trees and plants as part of
	   landscapes and scenery, but little attention has been paid to their realistic motion
	   as part of the scene. This paper describes realistic animation of trees under varying
	   conditions of wind and collisions. The intent is not to present rigorous analysis of
	   trees, but rather to demonstrate how practical results can often be achieved in a
	   production environment with radically simplified 'physics'. Leaves, branches, and
	   trunks of extremely complex trees have been animated, using a simplified physical
	   model for the tree branches and leaves, and exciting them with a simulated
	   turbulent wind field. Techniques are presented to minimize the computational cost.
	   Techniques for realistic loss of leaves, breaking of branches, and uprooting of trees
	   under high wind conditions are also presented.},
}

@InProceedings{OSullivan:EGanim97-163,
  crossref = {EGanim97-proc},
  author =   {Carol A. O'Sullivan},
  title =    {REACT: REal-time Adaptive Collision Testing, An Interactive Vision approach},
  pages =    {163-176},
  abstract = {As the demand for high levels of interaction in computer systems
	     increases, so too does the need for real-time, interactive animation. Detecting
	     collisions between geometrically modelled objects remains a major bottleneck
	     in areas such as Virtual Reality (VR). In order to maintain a constant frame-rate,
	     a trade-off between speed and accuracy is necessary. This is possible if, at each
	     frame, potential collisions are graded by their importance to the viewer's
	     perception. An appropriate Level Of Detail (LOD) at which to test each object
	     may then be chosen, based on the importance of the collision in which it is
	     involved. We adopt some ideas from an emerging area of research, Interactive
	     Vision, and propose a scheme which uses an eye-tracking device to locate the
	     position of the user's gaze. This, along with other perceptual criteria, may be
	     used to choose an appropriate LOD for each colliding object at each frame,
	     allowing the application to degrade detection accuracy where it is least likely to
	     affect the user's perception oft he collision.}
}

@InProceedings{Provo:EGanim97-177,
   crossref = {EGanim97-proc},
   author =   {Xavier Provo},
   title =    {Collision and self collision handling in cloth model dedicated to design garments},
   pages =    {177-189},
   abstract = {This article presents a method for collision handling applied to the
		semi-rigid mass-spring cloth model formerly described in (Pro95).
		This method deals with the four main difficulties encountered in
		collision handling. The first is collision detection. The second is
		optimization of collision detection, which is otherwise excessively time
		consuming. The third is collision response. The fourth is conservation of
		collision consistency. The latter is discussed in detail, and related to cases
		of interfering multiple collisions. An original method for computation of
		collision response in this case of multiple collisions is presented, providing
		a robust conservation of collision consistency.
		Results obtained with this approach, in the case of building real
		garments on a mannequin, are presented and validate our cloth model
		and collision handling method.}
}

@Proceedings{EGanim97-proc,
  booktitle = {Computer Animation and Simulation '97},
  title =	    {Computer Animation and Simulation '97},
  note =	    {Proc.\ Eurographics Workshop,
	     Budapest, Hungary, Sept.~2--3, 1997},
  year =      {1997},
  editor =    {D. Thalmann and M. van de Panne},
  series =    {Eurographics},
  publisher = {Springer-Verlag Wien New York}}



@Proceedings{EGanim98-proc,
   booktitle = {Computer Animation and Simulation '98},
   title =     {Computer Animation and Simulation '98},
   note =      {Proceedings of the Eurographics Workshop in Lisbon, Portugal, August~31--September~1, 1998},
   year =      {1998},
   editor =    {B. Arnaldi and G. Hegron},
   series =    {SpringerComputerScience},
   publisher = {Springer-Verlag Wien New York}
}

@Proceedings{EGanim99-proc,
   booktitle = {Computer Animation and Simulation '99},
   title =     {Computer Animation and Simulation '99},
   note =      {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999},
   year =      {1999},
   editor =    {N. Magnenat-Thalmann and D. Thalmann},
   series =    {SpringerComputerScience},
   publisher = {Springer-Verlag Wien New York}
}

@InProceedings{Gascuel:EGanim98-1,
 crossref = {EGanim98-proc},
 author =   {Jean-Dominique Gascuel and Marie Claude Cani-Gascuel and
mathieu Desbrun},
 title =    {Simulating Landslides for Naturel Disaster Prevention},
 pages =    {1--12},
 booktitle ={Computer Animation and Simulation '98},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Lisbon,
Portugal,
August~31--September~1, 1998}
}

@InProceedings{Besuievsky:EGanim98-2,
 crossref = {EGanim98-proc},
 author =   {Gonzalo Besuievsky and Xavier Pueyo},
 title =    {A Dynamic Light Sources Algorithm for Radiosity
Environments},
 pages =    {13--27},
 booktitle ={Computer Animation and Simulation '98},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Lisbon,
Portugal,
August~31--September~1, 1998}
}

@InProceedings{Moreau:EGanim98-3,
 crossref = {EGanim98-proc},
 author =   {Guillaume Moreau and Stephane Donikian},
 title =    {From Psychological an Real-Time Interaction Requirements to

Behavioural Simulation},
 pages =    {29--44},
 booktitle ={Computer Animation and Simulation '98},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Lisbon,
Portugal,
August~31--September~1, 1998}
}

@InProceedings{Pazat:EGanim98-4,
 crossref = {EGanim98-proc},
 author =   {Nicolas Pazat and Jean-Luc Nougaret},
 title =    {Identification of Motion Models for living Being},
 pages =    {45--59},
 booktitle ={Computer Animation and Simulation '98},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Lisbon,
Portugal,
August~31--September~1, 1998}
}

@InProceedings{Faure:EGanim98-5,
 crossref = {EGanim98-proc},
 author =   {Francois Faure},
 title =    {Interactive Solid Animation Using Linearized Displacement
Constraints},
 pages =    {61--72},
 booktitle ={Computer Animation and Simulation '98},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Lisbon,
Portugal,
August~31--September~1, 1998}
}

@InProceedings{Kallmann:EGanim98-6,
 crossref = {EGanim98-proc},
 author =   {Marcelo Kallmann and Daniel Tallman},
 title =    {Modeling Objects for Interaction Tasks},
 pages =    {73--86},
 booktitle ={Computer Animation and Simulation '98},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Lisbon,
Portugal,
August~31--September~1, 1998}
}

@InProceedings{Teichmann:EGanim98-7,
 crossref = {EGanim98-proc},
 author =   {Marek Teichmann and Seth Teller},
 title =    {Assisted Articulation of Closed Polygonal Models},
 pages =    {87--101},
 booktitle ={Computer Animation and Simulation '98},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Lisbon,
Portugal,
August~31--September~1, 1998}
}

@InProceedings{Brandel:EGanim98-8,
 crossref = {EGanim98-proc},
 author =   {Sylvain Brandel and Dominique Bechmann and Yves Bertrand},
 title =    {STIGMA: a 4-dimensional modeller for animation},
 pages =    {103--126},
 booktitle ={Computer Animation and Simulation '98},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Lisbon,
Portugal,
August~31--September~1, 1998}
}


@InProceedings{Pollard:EGanim99-1,
 crossref = {EGanim99-proc},
 author =   {Nancy S. Pollard},
 title =    {Simple Machines for Scalling Human Motion},
 pages =    {3--11},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Zordan:EGanim99-2,
 crossref = {EGanim99-proc},
 author =   {Victor B. Zordan and Jessica K. Hodgins},
 title =    {Tracking an Modifying Upper-body Human Motion Data with
Dynamic Simulation},
 pages =    {13--22},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Musse:EGanim99-3,
 crossref = {EGanim99-proc},
 author =   {Soraia Raupp Musse and Fabien Garat and Daniel Thalmann},
 title =    {Guiding and Interacting with Virtual Crowds},
 pages =    {23--33},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Cozot:EGanim99-4,
 crossref = {EGanim99-proc},
 author =   {R. Cozot and F. Multon and B. Valton and B. Arnaldi},
 title =    {Animation Levels of Detail Design for Real-Time Virtual
Human},
 pages =    {35--44},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Lim:EGanim99-5,
 crossref = {EGanim99-proc},
 author =   {Ik Soo Lim and Daniel Thalmann},
 title =    {Pro-actively Interactive Evolution},
 pages =    {45--52},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Bodenheimer:EGanim99-6,
 crossref = {EGanim99-proc},
 author =   {Bobby Bodenheimer and Anna V. Shleyfman and Jessica
K. Hodgins},
 title =    {The Effects of Noise on the Perception of Animated Human
Running},
 pages =    {53--63},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{O'Sullivan:EGanim99-7,
 crossref = {EGanim99-proc},
 author =   {Carol O'Sullivan and Ralph Radach and Steven Collins},
 title =    {A model of Collision Perception for Real-Time Animation},
 pages =    {67--76},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Nebel:EGanim99-8,
 crossref = {EGanim99-proc},
 author =   {Jean-Christophe Nebel},
 title =    {Keyframe interpolation with self-collision avoidance},
 pages =    {77--86},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Goto:EGanim99-9,
 crossref = {EGanim99-proc},
 author =   {Taro Goto and Marc Escher and Christian Zanardi and Nadia
Magnenat-Thalmann},
 title =    {MPEG-4 based animation with face feature tracking},
 pages =    {89--98},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Yang:EGanim99-10,
 crossref = {EGanim99-proc},
 author =   {Tzong-Jer Yang and I-Chen Lin and Cheng-Sheng Hung and Chien-Feng

Huang},
 title =    {Speech Driven Facial Animation},
 pages =    {99--108},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Cassell:EGanim99-11,
 crossref = {EGanim99-proc},
 author =   {J. Cassell and T. Bickmore and L. Campbell and K. Chang and
H. Vilhjalmsson and H. Yan},
 title =    {Requirements for an Architecture for Embodied Converstional

Characters},
 pages =    {109--120},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Zhang:EGanim99-12,
 crossref = {EGanim99-proc},
 author =   {Zheng Zhang and Kok Cheong Wong},
 title =    {Details and Implementation Issues of Animating
Brachiation},
 pages =    {123--132},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Debunne:EGanim99-13,
 crossref = {EGanim99-proc},
 author =   {Gilles Debunne and Mathieu Desbrun and Alan Barr and Marie-Paule
Cani},
 title =    {Interactive multiresolution animation of deformable
models},
 pages =    {133--144},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Sun:EGanim99-14,
 crossref = {EGanim99-proc},
 author =   {Wei Sun and Adrian Hilton and Raymond Smith and John
Illingworth},
 title =    {Building layered Animation Models from Captured Data},
 pages =    {145--154},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Wu:EGanim99-15,
 crossref = {EGanim99-proc},
 author =   {Enhua Wu and Yanyun Chen and Tao Yan and Jinhui Feng},
 title =    {Reconstruction and Physically-based Animation of Trees from

Static Images},
 pages =    {157--166},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Meaney:EGanim99-16,
 crossref = {EGanim99-proc},
 author =   {David Meaney and Carol O'Sullivan},
 title =    {Heuristical Real-Time Shadows},
 pages =    {167--176},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Barrero:EGanim99-17,
 crossref = {EGanim99-proc},
 author =   {Daniel Barrero and Mathias Paulin and René Caubet},
 title =    {A Physics Based Multi-Resolution Model for the Simulation
of
Turbulent Gases and Combustion},
 pages =    {177--186},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{France:EGanim99-18,
 crossref = {EGanim99-proc},
 author =   {L. France and A. Girault and J.D. Gascuel and B. Espiau},
 title =    {Sensor Modeling for a Walking Robot Simulation},
 pages =    {189--198},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Donikian:EGanim99-19,
 crossref = {EGanim99-proc},
 author =   {Stephane Donikian and Frederic Devillers and Guillaume
Moreau},
 title =    {The Kernel of a Scenario Language for Animation and
Simulation},
 pages =    {199--210},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@InProceedings{Fouks:EGanim99-20,
 crossref = {EGanim99-proc},
 author =   {J.D. Fouks and L. Signac},
 title =    {Continuous learning in a behavioral animation},
 pages =    {211--220},
 booktitle ={Computer Animation and Simulation '99},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Milano, Italy,
September~7--8, 1999}
}

@Proceedings{EGanim96-proc,
  booktitle = {Computer Animation and Simulation '96},
  title =           {Computer Animation and Simulation '96},
  note =            {Proc.\ Eurographics Workshop,
             Poitiers, France, August~31--September~18, 1996},
  year =      {1996},
  editor =    {R. Boulic and G. Hegron},
  series =    {Eurographics},
  publisher = {Springer-Verlag Wien New York}}

@InProceedings{Ghali:EGanim96-1,
 crossref = {EGanim96-proc},
 author =   {Sherif Ghali and A. James Stewart},
 title =    {Incremental Update of the Visibility Map as Seen by a
Moving
Viewpoint in Two Dimensions},
 pages =    {3--13},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Balmelli:EGanim96-2,
 crossref = {EGanim96-proc},
 author =   {Laurent Balmelli},
 title =    {Adaptive sampling for very large particle systems using an
incremental self-organizing feature map:an application in molecular
dynamic},
 pages =    {15--29},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Hutchinson:EGanim96-3,
 crossref = {EGanim96-proc},
 author =   {Dave Hutchinson and Martin Preston and Terry Hewitt},
 title =    {Adaptive Refinement for Mass/Spring Simulations},
 pages =    {31--45},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Yu:EGanim96-4,
 crossref = {EGanim96-proc},
 author =   {Jinhui Yu and John W. Patterson},
 title =    {A Fire Model for 2-D Computer Animation},
 pages =    {49--60},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Desbrun:EGanim96-5,
 crossref = {EGanim96-proc},
 author =   {Mathieu Desbrun and Marie-Paule Gascuel},
 title =    {Smoothed Particles : A new paradigm for animating highly
deformable bodies},
 pages =    {61--76},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Molet:EGanim96-6,
 crossref = {EGanim96-proc},
 author =   {Tom Molet and Ronan Boulic and Daniel Thalmann},
 title =    {A Real Time Anatomical Converter For Human Motion Capture},

 pages =    {79--94},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Guo:EGanim96-7,
 crossref = {EGanim96-proc},
 author =   {Shang Guo},
 title =    {A High-Level Control Mechanism for Human Locomotion Based
on Parametric Frame Space Interpolation},
 pages =    {95--107},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Zhao:EGanim96-8,
 crossref = {EGanim96-proc},
 author =   {Winmin Zhao and Deepak Tolani and Bond-Jay Ting and Norman
I. Badler},
 title =    {Simulating Human Movements Using Optimal Control},
 pages =    {109--120},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Maurel:EGanim96-9,
 crossref = {EGanim96-proc},
 author =   {W. Maurel and D. Thalmann and P. Hoffmeyer},
 title =    {A Biomechanical Musculoskeletal Model of Human Upper
Limb for Dynamic Simulation},
 pages =    {121--136},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Lintermann:EGanim96-10,
 crossref = {EGanim96-proc},
 author =   {Bernd Lintermann and Oliver Deussen},
 title =    {Interactive Modelling and Animation of Branching Botanical
Structures},
 pages =    {139--151},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Benes:EGanim96-11,
 crossref = {EGanim96-proc},
 author =   {Bedrich Benes},
 title =    {An Efficient Estimation of Light in Simulation of Plant
Development},
 pages =    {153--165},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Huang:EGanim96-12,
 crossref = {EGanim96-proc},
 author =   {Pedro S. Huang and Michiel van de Panne},
 title =    {A Planning Algorithm for Dynamic Motions},
 pages =    {169--182},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Barzek:EGanim96-13,
 crossref = {EGanim96-proc},
 author =   {Ronen Barzel and John F. Hughes and Daniel N. Wood},
 title =    {Plausible Motion Simulation for Computer Graphics
Animation},
 pages =    {183--197},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@InProceedings{Lamouret:EGanim96-14,
 crossref = {EGanim96-proc},
 author =   {Alexis Lamouret and Michiel van de Panne},
 title =    {Motion Synthesis By Example},
 pages =    {199--212},
 booktitle ={Computer Animation and Simulation '96},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Poitiers,
France,
August~31--September~18, 1996}
}

@Proceedings{EGanim94-proc,
  booktitle = {Computer Animation and Simulation '94},
  title =           {Computer Animation and Simulation '94},
  note =            {Proc.\ Eurographics Workshop,
             Oslo, Norway, September~17--18, 1994},
  year =      {1994},
  editor =    {Gerard Hegron and Daniel Thalmann?},
  series =    {Eurographics},
  publisher = {Springer-Verlag Wien New York}}

@InProceedings{Lazarus:EGanim94-1,
 crossref = {EGanim94-proc},
 author =   {Francis Lazarus and Anne Verroust},
 title =    {Feature-based shape transformation for polyhedral objects},

 pages =    {1--14},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Decaudin:EGanim94-2,
 crossref = {EGanim94-proc},
 author =   {Philippe Decaudin and Andre Gagalowicz},
 title =    {Fusion of 3D Shapes},
 pages =    {1--14},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Limantour:EGanim94-3,
 crossref = {EGanim94-proc},
 author =   {Philippe Limantour},
 title =    {Performance Facial Animation Cloning},
 pages =    {1--21},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Terzopoulos:EGanim94-4,
 crossref = {EGanim94-proc},
 author =   {Demetri Terzopoulos},
 title =    {Synthesis and Analysis of Motion Through Physics-Based
Simulation},
 pages =    {1--8},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Harrison:EGanim94-5,
 crossref = {EGanim94-proc},
 author =   {Jason Harrison and David Forsey},
 title =    {A Kinematic Model for Collision Response},
 pages =    {1--20},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Desbrun:EGanim94-6,
 crossref = {EGanim94-proc},
 author =   {Mathieu Desbrun and Marie-Paule Gascuel},
 title =    {Highly Deformable Material for Animation and Collision
Processing},
 pages =    {1--14},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Donikian:EGanim94-7,
 crossref = {EGanim94-proc},
 author =   {Stephane Donikian and Bruno Arnaldi},
 title =    {Complexity and Concurrency for Behavioral Animation and
Simulation},
 pages =    {1--13},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Hansen:EGanim94-8,
 crossref = {EGanim94-proc},
 author =   {Stuart Hansen and Joseph Kearney},
 title =    {Motion Control through Communicating, Hierarchical State
Machines},
 pages =    {1--15},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Panne:EGanim94-9,
 crossref = {EGanim94-proc},
 author =   {Michiel van de Panne and Ryan Kim and Eugene Fiume},
 title =    {Synthesizing Parameterized Motions},
 pages =    {1--14},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Nougaret:EGanim94-10,
 crossref = {EGanim94-proc},
 author =   {Jean-Luc Nougaret and Bruno Arnaldi and Rémi Cozot},
 title =    {Optimal Motion Control using a Wavelet Network as  a
Tunable Deformation Controller},
 pages =    {1--11},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Gibet:EGanim94-11,
 crossref = {EGanim94-proc},
 author =   {Sylvie Gibet and Thierry Lebourque},
 title =    {Automatic motion control},
 pages =    {1--14},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Liu:EGanim94-12,
 crossref = {EGanim94-proc},
 author =   {Zicheng Liu and Michael F. Cohen},
 title =    {Decomposition of Linked Figure Motion: Diving},
 pages =    {1--9},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Perry:EGanim94-13,
 crossref = {EGanim94-proc},
 author =   {C.H. Perry and R.W. Picard},
 title =    {Synthesizing Flames and their Spreading},
 pages =    {1--14},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Aguas:EGanim94-14,
 crossref = {EGanim94-proc},
 author =   {Miguel P.N. Aguas and Jose J.D. Domingos and Stefan Muller and
Concalo C.F. Oliveira},
 title =    {A predictive Physics Based Algorithm for interactive Frame
Rates
in Hierarchical Environments Visualisation},
 pages =    {},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Habibi:EGanim94-15,
 crossref = {EGanim94-proc},
 author =   {A. Habibi and A. Luciani and E. Manzotti},
 title = {Modelling, Simulating and Visualizing Granular Materials},
 pages =    {1--12},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Nouiri:EGanim94-16,
 crossref = {EGanim94-proc},
 author =   {Jamel Nouiri and Claude Cadoz and Annie Luciani},
 title =    {The physical modelling of complex physical structures The
Mechanical clockwork},
 pages =    {1--14},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}

@InProceedings{Pierson:EGanim94-17,
 crossref = {EGanim94-proc},
 author =   {Jean-Marc Pierson},
 title =    {A Dynamic Parallel Implementation of a physically based
particles},
 pages =    {1--5},
 booktitle ={Computer Animation and Simulation '94},
 series = {Eurographics},
 note =     {Proceedings of the Eurographics Workshop in Oslo, Norway,
September~17--18, 1994}
}
@Proceedings{EGanim95-proc,
  booktitle = {Computer Animation and Simulation '95},
  title =           {Computer Animation and Simulation '95},
  note =            {Proc.\ Eurographics Workshop,
             Maastricht, Netherlands, September~2--3, 1995},
  year =      {1995},
  editor =    {Dimitri Terzolpoulos and Daniel Thalmann},
  series =    {Eurographics},
  publisher = {Springer-Verlag Wien New York}}

@InProceedings{Gamito:EGanim95-1,
 crossref = {EGanim95-proc},
 author =   {Manuel Noronha Gamito},
 title =    {Two-dimensional simulation of gaseous phenomena using
vortes
particles},
 pages =    {3--15},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}
@InProceedings{Luciani:EGanim95-2,
 crossref = {EGanim95-proc},
 author =   {A. Luciano and A. Habibi and A. Vapillon and Y. Duroc},
 title =    {A physical Model Of Turbulent Fluids},
 pages =    {16--29},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}
@InProceedings{Deussen:EGanim95-3,
 crossref = {EGanim95-proc},
 author =   {Oliver Deussen and Leif Kobbelt and Peter Tücke},
 title =    {Using Simulated Annealing to Obtain Good Nodal
Approximations
of Deformable Bodies},
 pages =    {30--43},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@InProceedings{Louchet:EGanim95-4,
 crossref = {EGanim95-proc},
 author =   {Jean Louchet and Xavier Provot and David Crochemore},
 title =    {Evolutionary identification of cloth animation models},
 pages =    {44--54},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}
@InProceedings{Volino:EGanim95-5,
 crossref = {EGanim95-proc},
 author =   {Pascal Volino and Nadia Magnenat Thalmann},
 title =    {Collision and Self-Collision Detection : Efficient and
Robust
Solutions for Highly Deformable Surfaces},
 pages =    {55--65},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}
@InProceedings{Zeiller:EGanim95-6,
 crossref = {EGanim95-proc},
 author =   {Michael Zeiller and Werner Purgathofer and Michael Gervautz},
 title =    {Efficient Collision Detection for General CSG Objects},
 pages =    {66--79},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}
@InProceedings{Overveld:EGanim95-7,
 crossref = {EGanim95-proc},
 author =   {Kees van Overveld and Bart Barenbrug},
 title =    {All you Need is Force : a constraint-based approach for
rigid
body dynamics in computer animation},
 pages =    {80--94},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@InProceedings{Neyret:EGanim95-8,
 crossref = {EGanim95-proc},
 author =   {Fabrice Neyret},
 title =    {Animated Texels},
 pages =    {97--103},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@InProceedings{Terraz:EGanim95-9,
 crossref = {EGanim95-proc},
 author =   {O. Terraz and P. Lienhardt},
 title =    {A study of basic tools for simulating metamorphoses of
subdivided
2D and 3D objects. Applications to the internal growing of wood and to
the
simulation of the growing of fishes},
 pages =    {104--129},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@InProceedings{Boulic:EGanim95-10,
 crossref = {EGanim95-proc},
 author =   {Roman Boulic and Ramon Mas and Daniel Thalmann},
 title =    {Position Control of the Center of Mass for Articulated
Figures
in Multiple Support},
 pages =    {130--143},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@InProceedings{Liu:EGanim95-11,
 crossref = {EGanim95-proc},
 author =   {Zicheng Liu and Michael F. Cohen},
 title =    {Keyframe Motion Optimization By Relaxing Speed and Timing},

 pages =    {144--153},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@InProceedings{Nougaret:EGanim95-12,
 crossref = {EGanim95-proc},
 author =   {Jean-Luc Nougaret and Bruno Arnaldi},
 title =    {Pulse-Modulated Locomotion for Computer Animation},
 pages =    {154--164},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@InProceedings{Panne:EGanim95-13,
 crossref = {EGanim95-proc},
 author =   {Michiel van de Panne and Alexis Lamouret},
 title =    {Guided Optimization for Balanced Locomotion},
 pages =    {165--177},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@InProceedings{Preston:EGanim95-14,
 crossref = {EGanim95-proc},
 author =   {Martin Preston},
 title =    {Parallel Spacetime Animation},
 pages =    {181--196},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@InProceedings{Donikian:EGanim95-15,
 crossref = {EGanim95-proc},
 author =   {Stéphane Donikian and Rémi Cozot},
 title =    {General Animation and Simulation platform},
 pages =    {197--209},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@InProceedings{Liu:EGanim95-16,
 crossref = {EGanim95-proc},
 author =   {Zicheng Liu and Michael F. Cohen},
 title =    {An Efficient Symbolic Interface to Constraint Based
Animation
Systems},
 pages =    {210--222},
 booktitle ={Computer Animation and Simulation '95},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Maastricht,
Netherlands, September~2--3, 1995}
}

@Proceedings{EGanim93-proc,
  booktitle = {Computer Animation and Simulation '93},
  title =     {Computer Animation and Simulation '93},
  note =      {Proc.\ Eurographics Workshop,
              Politechnical University of Catalonia, Spain, September~4--5, 1993},
  year =      {1993},
  editor =    {Annie Luciani and Daniel Thalmann},
  series =    {Eurographics},
  publisher = {Eurographics, ISSN 1017-4656}
}

@InProceedings{Fahlander:EGanim93-1,
 crossref = {EGanim93-proc},
 author =   {O. Fahlander},
 title =    {A framework for interactive animation},
 pages =    {1--10},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Martin:EGanim93-2,
 crossref = {EGanim93-proc},
 author =   {D. Martin and J.C. Torres and V. del Sol},
 title =    {A model for production of two dimensional animation},
 pages =    {11--22},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Lazaro:EGanim93-3,
 crossref = {EGanim93-proc},
 author =   {M.A. Lazaro and A. Iborra and P. Campoy and P. Blanc},
 title =    {A realistic depth of field effect based on real cameras for blending real and computer generated images},
 pages =    {23--40},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Zeiller:EGanim93-4,
 crossref = {EGanim93-proc},
 author =   {M. Zeiller},
 title =    {Combining computer animation and video using bluebox raytracing},
 pages =    {41--58},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Iborra:EGanim93-5,
 crossref = {EGanim93-proc},
 author =   {A. Iborra and M.A. Lazaro and P. Campoy and M. Alvarez and P. Blanco and R. Aracil},
 title =    {An automatic system for the real time integration of live action and synthethic 3-D computer images},
 pages =    {59--78},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Gervautz:EGanim93-6,
 crossref = {EGanim93-proc},
 author =   {M. Gervautz and R. Devide},
 title =    {VAST - an integrated animation system based an actor-controller structure},
 pages =    {79--92},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Maldonado:EGanim93-7,
 crossref = {EGanim93-proc},
 author =   {M. Maldonado and G. Eyrolles},
 title =    {An advance in distributed computer animation},
 pages =    {93--102},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Booth:EGanim93-8,
 crossref = {EGanim93-proc},
 author =   {M. Booth and J. Cremer and J. Kearney},
 title =    {Scenario control for real time driving simulation},
 pages =    {103--120},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Gourret:EGanim93-9,
 crossref = {EGanim93-proc},
 author =   {J.P. Gourret and J. Khamlichi},
 title =    {Three dimensional image synthesis and modelling of physically deformable objects using a finite element model. Applications to image analysis},
 pages =    {121--134},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Dworkin:EGanim93-10,
 crossref = {EGanim93-proc},
 author =   {P. Dworkin and D. Zeltzer},
 title =    {A new model for efficient dynamic simulation},
 pages =    {135--148},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Green:EGanim93-11,
 crossref = {EGanim93-proc},
 author =   {M. Green and B. Amstrong},
 title =    {Articulated rigid bodies motion the state of the art and Trends in Virtual Reality},
 pages =    {149--156},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Bechmann:EGanim93-12,
 crossref = {EGanim93-proc},
 author =   {D. Bechmann and N. Dubreull},
 title =    {Order controlled free-form animation},
 pages =    {157--172},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Boulic:EGanim93-13,
 crossref = {EGanim93-proc},
 author =   {R. Boulic and H. Noser and D. Thalmann},
 title =    {Vision-based human free-walking on sparse foothold locations},
 pages =    {173--192},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Delnondedieu:EGanim93-14,
 crossref = {EGanim93-proc},
 author =   {Y. Delnondedieu and A. Luciani and C. Cadoz},
 title =    {Physical elementary component for modeling the sensori-motricity : the primary muscle},
 pages =    {193--208},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Lamouret:EGanim93-15,
 crossref = {EGanim93-proc},
 author =   {A. Lamouret and M.P. Gascuel},
 title =    {Guiding Physically-Based Models with Moving Targets},
 pages =    {209--220},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Smets:EGanim93-16,
 crossref = {EGanim93-proc},
 author =   {J.P. Smets},
 title =    {Surfacie textures for animated implicit surfaces : the 2D case},
 pages =    {221--232},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Opalach:EGanim93-17,
 crossref = {EGanim93-proc},
 author =   {Agata Opalach-Szwerbel},
 title =    {Implicit surfaces : Appareance, blending and consistency},
 pages =    {233--245},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Habibi:EGanim93-18,
 crossref = {EGanim93-proc},
 author =   {A. Habibi and A. Luciani},
 title =    {Physical modeling for vizualising animation from the physical behaviour to the eye},
 pages =    {246--264},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Luthon:EGanim93-19,
 crossref = {EGanim93-proc},
 author =   {F. Luthon and A. Caplier},
 title =    {Motion detection and segmentation in image sequences using Markov random field modelling},
 pages =    {265--276},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@InProceedings{Smets:EGanim93-20,
 crossref = {EGanim93-proc},
 author =   {J.P. Smets},
 title =    {Animated sound textures with multimedia},
 pages =    {277},
 booktitle ={Computer Animation and Simulation '93},
 series =   {Eurographics Technical Report Series},
 month =    {September},
 year =     {1993},
 note =     {Proceedings of the Eurographics Workshop in Politechnical University of Catalonia, Spain, September~4--5, 1993}
}

@Proceedings{EGanim2000-proc,
  booktitle = {Computer Animation and Simulation '00},
  title =     {Computer Animation and Simulation '00},
  note =      {Proc.\ Eurographics Workshop,
              Interlaken, Switzerland, August~21--22, 2000},
  year =      {2000},
  editor =    {Nadia Magnenat-Thalmann and Daniel Thalmann and Bruno Arnaldi},
  series =    {Eurographics},
  publisher = {Springer-Verlag Wien New York}
}

@InProceedings{King:EGanim2000-1,
 crossref = {EGanim2000-proc},
 author =   {Scott A. King and Richard E. Parent},
 title =    {A Parametric Tongue Model for Animated Speech},
 pages =    {3--13},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Boissieux:EGanim2000-2,
 crossref = {EGanim2000-proc},
 author =   {Laurence Boissieux and Gergo Kiss and Nadia Magnenat Thalmann and
            Prem Kalrat},
 title =    {Simulation of Skin Aging and Wrinkles with Cosmetics Insight},
 pages =    {15--27},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Lin:EGanim2000-3,
 crossref = {EGanim2000-proc},
 author =   {I-Chen Lin and Chien-Feng Huang and Jia-Chi Wu and Ming Ouhyoung},
 title =    {A Low Bit-rate Web-enabled Synthetic Head with Speech-driven Facial Animation},
 pages =    {29--40},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Kalisiak:EGanim2000-4,
 crossref = {EGanim2000-proc},
 author =   {Maciej Kalisiak and Michiel van de Panne},
 title =    {A Grasp-based Motion Planning Algorithm for Character Animation},
 pages =    {43--58},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Oshita:EGanim2000-5,
 crossref = {EGanim2000-proc},
 author =   {Masaki Oshita and Akifumi Makinouchi},
 title =    {Motion Tracking with Dynamic Simulation},
 pages =    {59--71},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Kallmann:EGanim2000-6,
 crossref = {EGanim2000-proc},
 author =   {Marcelo Kallmann and Jean-Sébastien Monzani and Angela Caicedo and Daniel Thalmann},
 title =    {ACE: A Platform for the Real Time simulation of Virtual Human Agents},
 pages =    {73--84},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Hadap:EGanim2000-7,
 crossref = {EGanim2000-proc},
 author =   {Sunil Hadap and Nadia Magnenat-Thalmann},
 title =    {Interactive Hair Styler based on Fluid Flow},
 pages =    {87--99},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Koh:EGanim2000-8,
 crossref = {EGanim2000-proc},
 author =   {Chuan Koon Koh and Zhiyong Huang},
 title =    {Real-Time Animation of Human Hair Modeled in Strip},
 pages =    {101--110},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Bourguignon:EGanim2000-9,
 crossref = {EGanim2000-proc},
 author =   {David Bourguignon and Marie-Paule Cani},
 title =    {Controlling Anisotropy in Mass-Spring Systems},
 pages =    {113--123},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Aubel:EGanim2000-10,
 crossref = {EGanim2000-proc},
 author =   {Amaury Aubel and Daniel Thalmann},
 title =    {Realistic Deformation of Human Body Shapes},
 pages =    {125--135},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Etzmuss:EGanim2000-11,
 crossref = {EGanim2000-proc},
 author =   {Olaf Etzmuss and Bernhard Eberhardt and Michael Hauth},
 title =    {Implicit-Explicit Schemes for Fast Animation with Particle Systems},
 pages =    {137--151},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Gamito:EGanim2000-12,
 crossref = {EGanim2000-proc},
 author =   {Manuel Noronha Gamito and F. Kenton Musgrave},
 title =    {An Accurate Model of Wave Refraction Over Shallow Water},
 pages =    {155--171},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Çakmak:EGanim2000-13,
 crossref = {EGanim2000-proc},
 author =   {Hüseyin K. Çakmak and Uwe Kühnapfel},
 title =    {Animation and Simulation Techniques for VR-Training Systems in Endoscopic Surgery},
 pages =    {173--185},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@InProceedings{Skapin:EGanim2000-14,
 crossref = {EGanim2000-proc},
 author =   {Xavier Skapin and Pascal Lienhardt},
 title =    {Using Cartesian Product for Animation},
 pages =    {187--201},
 booktitle ={Computer Animation and Simulation '00},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Interlaken,
            Switzerland, August~21--22, 2000}
}

@Proceedings{EGanim2001-proc,
  booktitle = {Computer Animation and Simulation '01},
  title =     {Computer Animation and Simulation '01},
  note =      {Proc.\ Eurographics Workshop, Manchester UK, September~2--3, 2001},
  year =      {2001},
  editor =    {Nadia Magnenat-Thalmann and Daniel Thalmann},
  series =    {Eurographics},
  publisher = {Springer-Verlag Wien New York}
}

@InProceedings{Davison:EGanim2001-1,
 crossref = {EGanim2001-proc},
 author =   {Andrew J. Davison and Jonathan Deutscher and Ian D. Reid},
 title =    {Markerless Motion Capture of Complex Full-Body Movement for Character Animation},
 pages =    {3--14},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester UK, September~2--3, 2001}
}

@InProceedings{Kragtwijk:EGanim2001-2,
 crossref = {EGanim2001-proc},
 author =   {Martijn Kragtwijk and Anton Nijholt and Job Zwiers},
 title =    {Implementation of a 3D Virtual Drummer},
 pages =    {15--26},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester UK, September~2--3, 2001}
}

@InProceedings{Bechmann:EGanim2001-3,
 crossref = {EGanim2001-proc},
 author =   {Dominique Bechmann and Mehdi Elkouhen},
 title =    {Animating with the ``Multidimensional deformation tool''},
 pages =    {29--35},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester UK, September~2--3, 2001}
}

@InProceedings{Leclercq:EGanim2001-4,
 crossref = {EGanim2001-proc},
 author =   {Antoine Leclercq and Samir Akkouche and Eric Galin},
 title =    {Mixing Triangle Meshes and Implicit Surfaces in Character Animation},
 pages =    {37--47},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester UK, September~2--3, 2001}
}

@InProceedings{Stam:EGanim2001-5,
 crossref = {EGanim2001-proc},
 author =   {Jos Stam},
 title =    {Visual Simulation of Smoke and Fire},
 pages =    {51--51},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{Neyret:EGanim2001-6,
 crossref = {EGanim2001-proc},
 author =   {Fabrice Neyret, Nathalie Praizelin},
 title =    {Phenomenological Simulation of Brooks},
 pages =    {53--64},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{di-Giacomo:EGanim2001-7,
 crossref = {EGanim2001-proc},
 author =   {Thomas di-Giacomo and Stéphane Capo and François Faure},
 title =    {An interactive forest},
 pages =    {65--74},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{Lee:EGanim2001-8,
 crossref = {EGanim2001-proc},
 author =   {Haeyoung Lee and Laehyun Kim and Mark Meyer and Mathieu Desbrun},
 title =    {Meshes on Fire},
 pages =    {75--84},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester,  UK, September~2--3, 2001}
}

@InProceedings{Nocent:EGanim2001-9,
 crossref = {EGanim2001-proc},
 author =   {Olivier Nocent and Yannick Remion},
 title =    {Continuous deformation energy for Dynamic Material Splines subject to finite displacements},
 pages =    {87--97},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{Fisher:EGanim2001-10,
 crossref = {EGanim2001-proc},
 author =   {Susan Fisher and Ming C. Lin},
 title =    {Deformed Distance Fields for Simulation of Non-Penetrating Flexible Bodies},
 pages =    {99--111},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{Muller:EGanim2001-11,
 crossref = {EGanim2001-proc},
 author =   {Matthias Muller and Leonard and McMillan Julie Dorsey and Robert Jagnow},
 title =    {Real-Time Simulation of Deformation and Fracture of Stiff Materials},
 pages =    {113--124},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{Koh:EGanim2001-12,
 crossref = {EGanim2001-proc},
 author =   {Chuan Koon Koh and ZhiyongHuang},
 title =    {A Simple Physics Model to Animate Human Hair Modeled in 2D Strips in Real Tim},
 pages =    {127--138},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{Plante:EGanim2001-13,
 crossref = {EGanim2001-proc},
 author =   {Eric Plante and Marie-Paule Cani and Pierre Poulin},
 title =    {A Layered Wisp Model for Simulating Interactions inside Long Hair},
 pages =    {139--148},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{Arikan:EGanim2001-14,
 crossref = {EGanim2001-proc},
 author =   {Okan Arikan and Stephen Chenney and David A. Forsyth},
 title =    {Efficient Multi-Agent Path Planning},
 pages =    {151--162},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{Ulicny:EGanim2001-15,
 crossref = {EGanim2001-proc},
 author =   {Branislav Ulicny and Daniel Thalmann},
 title =    {Crowd simulation for interactive virtual environments and VR training systems},
 pages =    {163--170},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{Lamarche:EGanim2001-16,
 crossref = {EGanim2001-proc},
 author =   {Fabrice Lamarche et Stéphane Donikian},
 title =    {The Orchestration of Behaviours using Resources and Priority Levels},
 pages =    {171--182},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}

@InProceedings{Sanza:EGanim2001-17,
 crossref = {EGanim2001-proc},
 author =   {Cédric Sanza and Olivier Heguy and Yves Duthen},
 title =    {Evolution and Cooperation of Virtual Entities with Classifier Systems},
 pages =    {183--194},
 booktitle ={Computer Animation and Simulation '01},
 series =   {SpringerComputerScience},
 note =     {Proceedings of the Eurographics Workshop in Manchester, UK, September~2--3, 2001}
}
%%%%%%%%%%%%% to be inserted 2002%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

%*************************************2003********************
@proceedings{SCA03-proc,
editor = {D. Breen and M. Lin},
title = {{Eurographics/SIGGRAPH Symposium on Computer Animation}},
year = {2003},
issn = {1727-5288},
address = {San Diego, California},
publisher = {Eurographics Association}}

@inproceedings{SCA03:007-016:2003,
 crossref = {SCA03-proc},
 author = {Zoran Kacic-Alesic and Marcus Nordenstam and  David Bullock},
 title = {{A Practical Dynamics System}},
 pages = {7--16},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/007-016.pdf},
}
@inproceedings{SCA03:017-027:2003,
 crossref = {SCA03-proc},
 author = {M. Hauth and J. Groß and W. Straßer},
 title = {{Interactive Physically Based Solid Dynamics}},
 pages = {17--27},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/017-027.pdf},
}
@inproceedings{SCA03:028-036:2003,
 crossref = {SCA03-proc},
 author = {R. Bridson and S. Marino and R. Fedkiw},
 title = {{Simulation of Clothing with Folds and Wrinkles}},
 pages = {28--36},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/028-036.pdf},
}
@inproceedings{SCA03:037-051:2003,
 crossref = {SCA03-proc},
 author = {Kiran S. Bhat and Christopher D. Twigg and Jessica K. Hodgins and Pradeep K. Khosla and Zoran Popovic and Steven M. Seitz},
 title = {{Estimating Cloth Simulation Parameters from Video}},
 pages = {37--51},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/037-051.pdf},
}
@inproceedings{SCA03:052-061:2003,
 crossref = {SCA03-proc},
 author = {G. Huang and D. Metaxas and M. Govindaraj},
 title = {{Feel the "Fabric": An Audio-Haptic Interface}},
 pages = {52--61},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/052-061.pdf},
}
@inproceedings{SCA03:062-067:2003,
 crossref = {SCA03-proc},
 author = {Eitan Grinspun and Anil N. Hirani and Mathieu Desbrun and Peter Schröder},
 title = {{Discrete Shells}},
 pages = {62--67},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/062-067.pdf},
}
@inproceedings{SCA03:068-074:2003,
 crossref = {SCA03-proc},
 author = {J. Teran and S. Blemker and V. Ng Thow Hing and R. Fedkiw},
 title = {{Finite Volume Methods for the Simulation of Skeletal Muscle}},
 pages = {68--74},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/068-074.pdf},
}
@inproceedings{SCA03:075-085:2003,
 crossref = {SCA03-proc},
 author = {Xiaoming Wei and Ye Zhao and Zhe Fan and Wei Li and Suzanne Yoakum-Stover and Arie Kaufman},
 title = {{Blowing in the Wind}},
 pages = {75--85},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/075-085.pdf},
}
@inproceedings{SCA03:086-097:2003,
 crossref = {SCA03-proc},
 author = {Theodore Kim and Ming C. Lin},
 title = {{Visual Simulation of Ice Crystal Growth}},
 pages = {86--97},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/086-097.pdf},
}
@inproceedings{SCA03:098-109:2003,
 crossref = {SCA03-proc},
 author = {Irene Albrecht and Jörg Haber and Hans-Peter Seidel},
 title = {{Construction and Animation of Anatomically Based Human Hand Models}},
 pages = {98--109},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/098-109.pdf},
}
@inproceedings{SCA03:110-119:2003,
 crossref = {SCA03-proc},
 author = {George ElKoura and Karan Singh},
 title = {{Handrix: Animating the Human Hand}},
 pages = {110--119},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/110-119.pdf},
}
@inproceedings{SCA03:120-125:2003,
 crossref = {SCA03-proc},
 author = {Hyewon Seo and Frederic Cordier and Nadia Magnenat-Thalmann},
 title = {{Synthesizing Animatable Body Models with Parameterized Shape Modifications}},
 pages = {120--125},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/120-125.pdf},
}
@inproceedings{SCA03:126-135:2003,
 crossref = {SCA03-proc},
 author = {Lawrence Ibarria and Jarek Rossignac},
 title = {{Dynapack: Space-Time compression of the 3D animations of triangle meshes with fixed connectivity}},
 pages = {126--135},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/126-135.pdf},
}
@inproceedings{SCA03:136-146:2003,
 crossref = {SCA03-proc},
 author = {Hector M. Briceño and Pedro V. Sander and Leonard McMillan and Steven Gortler and Hugues Hoppe},
 title = {{Geometry Videos: A New Representation for 3D Animations}},
 pages = {136--146},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/136-146.pdf},
}
@inproceedings{SCA03:147-153:2003,
 crossref = {SCA03-proc},
 author = {Fabrice Neyret},
 title = {{Advected Textures}},
 pages = {147--153},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/147-153.pdf},
}
@inproceedings{SCA03:154-159:2003,
 crossref = {SCA03-proc},
 author = {Matthias Müller and David Charypar and Markus Gross},
 title = {{Particle-Based Fluid Simulation for Interactive Applications}},
 pages = {154--159},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/154-159.pdf},
}
@inproceedings{SCA03:160-166:2003,
 crossref = {SCA03-proc},
 author = {Joshua Schpok and Joseph Simons and David S. Ebert and Charles Hansen},
 title = {{A Real-Time Cloud Modeling, Rendering, and Animation System}},
 pages = {160--166},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/160-166.pdf},
}
@inproceedings{SCA03:167-176:2003,
 crossref = {SCA03-proc},
 author = {Hyewon Pyun and Yejin Kim and Wonseok Chae and Hyung Woo Kang and Sung Yong Shin},
 title = {{An Example-Based Approach for Facial Expression Cloning}},
 pages = {167--176},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/167-176.pdf},
}
@inproceedings{SCA03:177-186:2003,
 crossref = {SCA03-proc},
 author = {Qingshan Zhang and Zicheng Liu and Baining Guo and Harry Shum},
 title = {{Geometry-Driven Photorealistic Facial Expression Synthesis}},
 pages = {177--186},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/177-186.pdf},
}
@inproceedings{SCA03:187-192:2003,
 crossref = {SCA03-proc},
 author = {Pushkar Joshi and Wen C. Tien and Mathieu Desbrun and Frédéric Pighin},
 title = {{Learning Controls for Blend Shape Based Realistic Facial Animation}},
 pages = {187--192},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/187-192.pdf},
}
@inproceedings{SCA03:193-206:2003,
 crossref = {SCA03-proc},
 author = {Jin-xiang Chai and Jing Xiao and Jessica Hodgins},
 title = {{Vision-based Control of 3D Facial Animation}},
 pages = {193--206},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/193-206.pdf},
}
@inproceedings{SCA03:265-275:2003,
 crossref = {SCA03-proc},
 author = {Frédéric Devillers and Stéphane Donikian},
 title = {{A Scenario Language to orchestrate Virtual World Evolution}},
 pages = {265--275},
 URL = {http://www.eg.org/EG/DL/WS/SCA03/265-275.pdf},
}


%%%%%%%%%%%%% 2004 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

@inproceedings{SCA009-018:2004,
 author = {Jared Go and Thuc Vu and James Kuffner},
 title = {{Autonomous Behaviors for Interactive Vehicle Animations}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We present a method for synthesizing animations of autonomous space, water, and land-based vehicles in games or other interactive simulations. Controlling the motion of such vehicles to achieve a desirable behavior is difficult due to the constraints imposed by the system dynamics. We combine real-time path  planning and a simplified physics model to automatically compute control actions to drive a vehicle from  an input state to desirable output states based on a behavior cost function. Both offline trajectory  preprocessing and online search are used to build an animation framework suitable for interactive  vehicle simulations. We demonstrate synthesized animations of spacecraft performing a variety of  autonomous behaviors, including Seek, Pursue, Avoid, Avoid Collision, and Flee. We also explore several  enhancements to the basic planning algorithm and examine the resulting tradeoffs in runtime performance  and quality of the generated motion.},
 year = {2004},
 pages = {9-18},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/009-018.pdf}
}
@inproceedings{SCA019-028:2004,
 author = {Arno Kamphuis and Mark H. Overmars},
 title = {{Finding Paths for Coherent Groups using Clearance}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Virtual environment are often populated with moving units and the paths for these units should be  planned. When multiple units need to exhibit coherent behavior in a cluttered environment, current  techniques often fail, i.e. the resulting paths for the units in the group lack the coherence required.  In this paper, we propose a novel approach to motion planning for coherent groups of units. The method  presented uses a path for a single unit, called the backbone path, which can be generated by any motion  planner. This backbone path is extended to a corridor using the clearance along the path. The units can move freely inside this corridor. By limiting the width of this corridor, and the extent along the  corridor where the units can move to, the approach guarantees coherence of the group. Experiments show  that the generated paths exhibit group coherence as required, like passing on the same side of obstacles  and waiting for fellow group mates to catch up. Performance measurements show that the approach is  capable of generating the paths in real-time. In our implementation, the method requires just a few  percent of the processor time for groups consisting of up to 100 units. },
 year = {2004},
 pages = {19-28},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/019-028.pdf}
}
@inproceedings{SCA029-037:2004,
 author = {Victor B. Zordan and Bhrigu Celly and Bill Chiu and Paul C. DiLorenzo},
 title = {{Breathe Easy: Model and control of simulated respiration for animation}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Animation of the breath has been largely ignored by the graphics community, even though it is a  signature movement of the human body and an indicator for lifelike motion. In this paper, we present an  anatomically inspired, physically based model of the human torso for the visual simulation of espiration  using a mixed system of rigid and deformable parts. This novel composition of anatomical components is  necessary to capture the key characteristics of breathing motion visible in the human trunk because the  movement is generated fundamentally through the combination of both rigid bone and soft tissue. We  propose a simple anatomically meaningful muscle element based on springs, which is used throughout both  actively to drive the motion of the ribs and diaphragm and passively for other muscles like those of the  abdomen. In addition, we introduce a straightforward method for preserving incompressible volume in  deformable bodies to use in approximating the motion of the gut related to breath. Through the careful  construction of this anatomically based torso, control for respiration becomes the generation of  periodic contraction signals for a minimal set of two muscle groups. We show the flexibility of  ourapproach through the animation of several breathing styles using our system and we verify our results  through video and analytical comparisons.},
 year = {2004},
 pages = {29-37},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/029-037.pdf}
}
@inproceedings{SCA039-047:2004,
 author = {Po-Feng Yang and Joe Laszlo and Karan Singh},
 title = {{Layered Dynamic Control for Interactive Character Swimming}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {This paper proposes a layered strategy for controlling character motion in a dynamically varying environment. We illustrate this approach in the context of a physically simulated human swimmer. The swimmer attempts to follow a dynamic target by augmenting cyclic stroke control with a set of pre-specified variations, based on the current state of the character and its environment. Control of a given swim stroke is decomposed into three layers: a basic stroke sequence, a set of per-stroke control variations, and a set of continuously applied control variations. Interactive control of the swimmer is possible as a result of an efficient physical simulation using a simplified fluid model. Our results show layered dynamic control to be an effective adaptive control technique in well conditioned physical simulations such as swimming, where simulation states resulting from control errors are recoverable.},
 year = {2004},
 pages = {39-47},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/039-047.pdf}
}
@inproceedings{SCA049-058:2004,
 author = {Michael Neff and Eugene Fiume},
 title = {{Methods for Exploring Expressive Stance}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {The postures a character adopts over time are a key expressive aspect of her movement. While IK tools  help a character achieve positioning constraints, there are few tools that help an animator with the expressive  aspects of a character’s poses. Three aspects are combined in good pose design: achieving a set of world space  constraints, finding a body shape that reflects the character’s inner state and personality, and making adjustments  to balance that act to strengthen the pose and also maintain realism. This is routinely done in the performing  arts, but is uncommon in computer graphics. Our system combines all three components within a single body shape  solver. The system combines feedback based balance control with a hybrid IK system that utilizes optimization  and analytic IK components. The IK system has been carefully designed to allow direct control over various  aesthetically important aspects of body shape, such as the type of curve in the spine and the relationship between the  collar bones. The system allows for both low-level control and for higher level shape sets to be defined and  used. Shape sets allow an animator to use a single scalar to vary a character’s pose within a specified shape class,  providing an intuitive parameterization of a posture. Changing shape sets allows an animator to quickly experiment  with different posture options for a movement sequence, supporting rapid exploration of the aesthetic space.  },
 year = {2004},
 pages = {49-58},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/049-058.pdf}
}
@inproceedings{SCA059-068:2004,
 author = {A. Bryan Loyall and W. Scott Neal Reilly and Joseph Bates and Peter Weyhrauch},
 title = {{System for Authoring Highly Interactive, Personality-Rich Interactive Characters}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We describe an innovative system for authoring expressive, fully autonomous interactive characters. The focus of our work is creating a system to allow rich authoring that captures as much of the artistic intent of the author in procedural form as we can, and that provides automatic support for expressive execution of that content. The system is composed of two parts: (1) a programming language with unusual language features including concurrency, reflection, backtracking, continuously monitored expressions, and a model of emotion, that was created for the expression of interactive self-animating characters; and (2) a motion synthesis system that combines hand-animated motion data with artistically authored procedures for generalizing the motion while preserving the artistic intent. This system has been used to create over a dozen interactive characters, which have been shown at juried venues, as well as being deployed commercially. We describe how artistic qualities important to interactive characters are encoded and supported using this system, and demonstrate the system with an implemented interactive character.},
 year = {2004},
 pages = {59-68},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/059-068.pdf}
}
@inproceedings{SCA069-077:2004,
 author = {Eugene Hsu and Sommer Gentry and Jovan Popovic},
 title = {{Example-Based Control of Human Motion}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {In human motion control applications, the mapping between a control specification and an appropriate target motion often defies an explicit encoding.We present a method that allows such a mapping to be defined by example, given that the control specification is recorded motion. Our method begins by building a database of semantically meaningful instances of the mapping, each of which is represented by synchronized segments of control and target motion. A dynamic programming algorithm can then be used to interpret an input control specification in terms of mapping instances. This interpretation induces a sequence of target segments from the database, which is concatenated to create the appropriate target motion. We evaluate our method on two examples of indirect control. In the first, we synthesize a walking human character that follows a sampled trajectory. In the second, we generate a synthetic partner for a dancer whose motion is acquired through motion capture.},
 year = {2004},
 pages = {69-77},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/069-077.pdf}
}
@inproceedings{SCA079-087:2004,
 author = {Jehee Lee and Kang Hoon Lee},
 title = {{Precomputing Avatar Behavior from Human Motion Data}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set is large, the time required to identify an appropriate sequence of motions is the bottleneck for achieving interactive avatar control. In this paper, we present a novel method of precomputing avatar behavior from unlabelled motion data in order to animate and control avatars at minimal runtime cost. Based on dynamic programming, our method finds a control policy that indicates how the avatar should act in any given situation. We demonstrate the effectiveness of our approach through examples that include avatars interacting with each other and with the user.},
 year = {2004},
 pages = {79-87},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/079-087.pdf}
}
@inproceedings{SCA089-098:2004,
 author = {Paul S. A. Reitsma and Nancy S. Pollard},
 title = {{Evaluating Motion Graphs for Character Navigation}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Realistic and directable humanlike characters are an ongoing goal in animation. Motion graph data structures hold much promise for achieving this goal. However, the quality of the results obtained from a motion graph may not be easy to predict from the input motion segments. This paper introduces the idea of assessing a data structure such as a motion graph for its utility in a particular application. We focus on navigation tasks and define metrics for evaluating expected path quality and coverage for a given environment. One key to evaluating a motion graph for navigation tasks is to first embed it into the environment in a way that captures all possible paths that might result from ?playing back? the motion graph within that environment. This paper describes an algorithm for accomplishing this embedding that preserves the flexibility of the original motion graph. We use the metrics defined in this paper to compare motion datasets and to highlight areas where these datasets could be improved.},
 year = {2004},
 pages = {89-98},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/089-098.pdf}
}
@inproceedings{SCA099-108:2004,
 author = {Leslie Ikemoto and David A. Forsyth},
 title = {{Enriching a Motion Collection by Transplanting Limbs}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {This paper describes a method that can significantly increase the size of a collection of motion observations by cutting limbs from one motion sequence and attaching them to another. Not all such transplants are successful, because correlations across the body are a significant feature of human motion. The method uses randomized search based around a set of rules to generate transplants that are (a) likely to be successful and (b) likely to enrich the existing motion collection. The resulting frames are annotated by a classifier to tell whether they look like human motion or not. We evaluate the method by obtaining motion demands from an application, synthesizing motions to meet those demands, and then scoring the synthesized motions. Motions synthesized using transplants are generally somewhat better than those synthesized without using transplants, because transplanting generates many frames quite close to the original frames, so that it is easier for the motion synthesis process to find a good path in the motion graph. Furthermore, we show classifier errors tend to have relatively little impact in practice. Finally, we show that transplanted motion data can be used to synthesize motions of a group coordinated in space and time without producing motions that share frames.},
 year = {2004},
 pages = {99-108},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/099-108.pdf}
}
@inproceedings{SCA109-119:2004,
 author = {Mark Pauly and Dinesh K. Pai and Leonidas J. Guibas},
 title = {{Quasi-Rigid Objects in Contact}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We investigate techniques for modeling contact between quasi-rigid objects ? solids that undergo modest deformation in the vicinity of a contact, while the overall object still preserves its basic shape. The quasi-rigid model combines the benefits of rigid body models for dynamic simulation and the benefits of deformable models for resolving contacts and producing visible deformations. We argue that point cloud surface representations are advantageous for modeling rapidly varying, wide area contacts. Using multi-level computations based on point primitives, we obtain a scalable system that efficiently handles complex contact configurations, even for high-resolution models obtained from laser range scans. Our method computes consistent and realistic contact surfacesand traction distributions, which are useful in many applications.},
 year = {2004},
 pages = {109-119},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/109-119.pdf}
}
@inproceedings{SCA121-129:2004,
 author = {Damien Marchal and Fabrice Aubert and Christophe Chaillou},
 title = {{Collision Between Deformable Objects Using Fast-Marching on Tetrahedral Models}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {This paper presents an approach to handling collision between deformable objects using tetrahedral decomposition. The tetrahedral volumetric model is often used to simulate deformable objects that handle cuts and splits. Interaction between such objects in a complex environment is still an open problem in interactive simulation. This paper is mainly focused on obtaining a fast computation of a reliable penalty response. The method consists in using an approximated distance map to compute a penalty based response. We propose to compute the distances to the boundary using a modified "Closest Point" algorithm derived from Fast Marching. The presented algorithm, inspired by the [FL01], has the advantage of computing rapidly the ?Closest Point? in the volumetric tetrahedral mesh without any use of an additional computation grid. From the resulting distance map a response is computed using a new "segment-in-object" response that offers more reliable results than the "point-in-object" generally used in previous works. Using this collision model, simulation at interactive rate can be considered in an environment composed of objects that can be deformed and cut.},
 year = {2004},
 pages = {121-129},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/121-129.pdf}
}
@inproceedings{SCA131-140:2004,
 author = {Geoffrey Irving and Joseph Teran and Ron Fedkiw},
 title = {{Invertible Finite Elements for Robust Simulation of Large Deformation}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We present an algorithm for the finite element simulation of elastoplastic solids which is capable of robustly and efficiently handling arbitrarily large deformation. In fact, our model remains valid even when large parts of the mesh are inverted. The algorithm is straightforward to implement and can be used with any material constitutive model, and for both volumetric solids and thin shells such as cloth. We also provide a mechanism for controlling plastic deformation, which allows a deformable object to be guided towards a desired final shape without sacri-},
 year = {2004},
 pages = {131-140},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/131-140.pdf}
}
@inproceedings{SCA141-151:2004,
 author = {Matthias Müller and Richard Keiser and Andrew Nealen and Mark Pauly and Markus Gross and Marc Alexa},
 title = {{Point Based Animation of Elastic, Plastic and Melting Objects}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We present a method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic. Both the volume and the surface representation are point based, which allows arbitrarily large deviations form the original shape. In contrast to previous point based elasticity in computer graphics, our physical model is derived from continuum mechanics, which allows the specification of common material properties such as Young’s Modulus and Poisson’s Ratio. In each step, we compute the spatial derivatives of the discrete displacement field using a Moving Least Squares (MLS) procedure. From these derivatives we obtain strains, stresses and elastic forces at each simulated point. We demonstrate how to solve the equations of motion based on these forces, with both explicit and implicit integration schemes. In addition, we propose techniques for modeling and animating a point-sampled surface that dynamically adapts to deformations of the underlying volumetric model.},
 year = {2004},
 pages = {141-151},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/141-151.pdf}
}
@inproceedings{SCA153-161:2004,
 author = {Eddy Boxerman and Uri Ascher},
 title = {{Decomposing Cloth}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Implicit schemes have become the standard for integrating the equations of motion in cloth simulation. These schemes, however, require the solution of a system representing the entire, fully connected cloth mesh at each time step. In this paper we present techniques that dynamically improve the sparsity of the underlying system, ultimately allowing the mesh to be decomposed into multiple components which can then be solved more efficiently and in parallel. Our techniques include a novel adaptive implicit-explicit (IMEX) scheme which takes advantage of simulation parameters, locally in both space and time, to minimize the coupling of the system. This scheme further directly improves the efficiency of the computation at each time step. Other sparsity improvements are obtained by exploiting the physical model of Choi and Ko (2002), as well as static constraints in the system. In addition, we present a modified preconditioner for the modified preconditioned conjugate gradient (MPCG) technique of Baraff and Witkin (1998), improving its performance by taking constraints into account.},
 year = {2004},
 pages = {153-161},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/153-161.pdf}
}
@inproceedings{SCA163-171:2004,
 author = {Benoît Le Callennec and Ronan Boulic},
 title = {{Interactive Motion Deformation with Prioritized Constraints}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {In this paper, we present an interactive motion deformation method to modify animations so that they satisfy a set of prioritized constraints. Our approach successfully handles the problem of retargetting, adjusting a motion, as well as adding significant changes to preexisting animations. We introduce the concept of prioritized constraints to avoid tweaking issues for competing constraints. Each frame is individually and smoothly adjusted to enforce a set of prioritized constraints. The iterative construction of the solution channels the convergence through intermediate solutions, enforcing the highest prioritized constraints first. In addition, we propose a new, simple formulation to control the position of the center of mass so that the resulting motions are physically plausible. Finally, we demonstrate that our method can address a wide range of motion editing problems.},
 year = {2004},
 pages = {163-171},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/163-171.pdf}
}
@inproceedings{SCA173-182:2004,
 author = {Yeuhi Abe and C. Karen Liu and Zoran Popovic},
 title = {{Momentum-based Parameterization of Dynamic Character Motion}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {This paper presents a system for rapid editing of highly dynamic motion capture data. At the heart of this system is an optimization algorithm that can transform the captured motion so that it satisfies high-level user constraints while enforcing that the linear and angular momentum of the motion remain physically plausible. Unlike most previous approaches to motion editing, our algorithm does not require pose specification or model reduction, and the user only need specify high-level changes to the input motion. To preserve the dynamic behavior of the input motion, we introduce a spline-based parameterization that matches the linear and angular momentum patterns of the motion capture data. Because our algorithm enables rapid convergence by presenting a good initial state of the optimization, the user can efficiently generate a large number of realistic motions from a single input motion. The algorithm can then populate the dynamic space of motions by simple interpolation, effectively parameterizing the space of realistic motions. We show how this framework can be used to produce an effective interface for rapid creation of dynamic animations, as well as to drive the dynamic motion of a character in real-time.},
 year = {2004},
 pages = {173-182},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/173-182.pdf}
}
@inproceedings{SCA183-192:2004,
 author = {Igor Guskov and Andrei Khodakovsky },
 title = {{Wavelet Compression of Parametrically Coherent Mesh Sequences}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We introduce an efficient compression method for animated sequences of irregular meshes of the same connectivity. Our approach is to transform the original input meshes with an anisotropic wavelet transform running on top of a progressive mesh hierarchy, and progressively encode the resulting wavelet details. For temporally coherent mesh sequences we get additional improvement by encoding the differences of the wavelet coefficients. The resulting compression scheme is scalable, efficient, and significantly improves upon the current state of the art for the animated mesh compression.},
 year = {2004},
 pages = {183-192},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/183-192.pdf}
}
@inproceedings{SCA193-202:2004,
 author = {Nick Rasmussen and Doug Enright and Duc Nguyen and Sebastian Marino and Nigel Sumner and Willi Geiger and Samir Hoon and Ron Fedkiw},
 title = {{Directable Photorealistic Liquids}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We present a method for the directable animation of photorealistic liquids using the particle level set method to obtain smooth, visually pleasing complex liquid surfaces. We also provide for a degree of control common to particle-only based simulation techniques. A variety of directable liquid primitive variables, including the isosurface value, velocity, and viscosity, can be set throughout the liquid. Interaction of thin liquid sheets with immersed rigid bodies is improved with newly proposed object-liquid boundary conditions. Efficient calculation of largescale animations is supported via a multiple grid pipelined flow method and a novel moving grid windowing technique. In addition, we propose a few significant algorithmic enhancements to the basic liquid simulation algorithm to provide for the smooth merging of liquid drops, allow for the efficient calculation of high viscosity liquids, and ensure the proper treatment of isolated free liquid pockets surrounded by controlled liquid regions.},
 year = {2004},
 pages = {193-202},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/193-202.pdf}
}
@inproceedings{SCA203-212:2004,
 author = {Insung Ihm and Byungkwon Kang and Deukhyun Cha },
 title = {{Animation of Reactive Gaseous Fluids through Chemical Kinetics}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Although chemically reactive fluids may be used effectively to increase the reality of visual effects, little work has been done with the general modeling of chemical reactions in computer animation. In this paper, we attempt to extend an established, physically based fluid simulation technique to handle reactive gaseous fluids. The proposed technique exploits the theory of chemical kinetics to account for a variety of chemical reactions that are frequently found in everyday life. In extending the existing fluid simulation method, we introduce a new set of physically motivated control parameters that allow an animator to control intuitively the behavior of reactive fluids. Our method is straightforward to implement, and is flexible enough to create various interesting visual effects including explosions and catalysis. We demonstrate the effectiveness of our new simulation technique by generating several animation examples with user control.},
 year = {2004},
 pages = {203-212},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/203-212.pdf}
}
@inproceedings{SCA213-221:2004,
 author = {Maurya Shah and Jonathan M. Cohen and Sanjit Patel and Penne Lee and Frédéric Pighin},
 title = {{Extended Galilean Invariance for Adaptive Fluid Simulation}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {In an unbounded physical domain, simulating a turbulent fluid on an Eulerian grid is rather tricky. Since it is difficult to predict the motion of the fluid, it is also difficult to guess which computational domain would allow the simulation of the fluid without crossing the computational boundaries. To address this dilemma, we have developed a novel adaptive framework where the simulation grid follows the motion of the flow. Our technique is based on the principle of Galilean Invariance and the culling of simulation cells using a metric derived from continuative boundary conditions. We describe our framework and showcase its advantages over traditional techniques. Timing results and visual comparisons are presented.},
 year = {2004},
 pages = {213-221},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/213-221.pdf}
}
@inproceedings{SCA223-232:2004,
 author = {Frédéric Pighin and Jonathan M. Cohen and Maurya Shah},
 title = {{Modeling and Editing Flows Using Advected Radial Basis Functions}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Fluid simulations are notoriously difficult to predict and control. As a result, authoring fluid flows often involves a tedious trial and error process. There is to date no convenient way of editing a fluid after it has been simulated. In particular, the Eulerian approach to fluid simulation is not suitable for flow editing since it does not provide a convenient spatio-temporal parameterization of the simulated flows. In this research, we develop a new technique to learn such parameterization. This technique is based on a new representation, the Advected Radial Basis Function. It is a time-varying kernel that models the local properties of the fluid. We describe this representation and demonstrate its use for interactive three-dimensional flow editing.},
 year = {2004},
 pages = {223-232},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/223-232.pdf}
}
@inproceedings{SCA233-242:2004,
 author = {Stephen Chenney},
 title = {{Flow Tiles}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We present flow tiles, a novel technique for representing and designing velocity fields. Unlike existing procedural flow generators, tiling offers a natural user interface for field design. Tilings can be constructed to meet a wide variety of external and internal boundary conditions, making them suitable for inclusion in larger environments. Tiles offer memory savings through the re-use of prototypical elements. Each flow tile contains a small field and many tiles can be combined to produce large flows. The corners and edges of tiles are constructed to ensure continuity across boundaries between tiles. In addition, all our tiles and the resulting tiling are divergence-free and hence suitable for representing a range of effects. We discuss issues that arise in designing flow tiles, algorithms for creating tilings, and three applications: a crowd on city streets, a river flowing between banks, and swirling fog. The first two applications use stationary fields, while the latter demonstrates a dynamic field.},
 year = {2004},
 pages = {233-242},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/233-242.pdf}
}
@inproceedings{SCA243-252:2004,
 author = {Branislav Ulicny and Pablo de Heras Ciechomski and Daniel Thalmann},
 title = {{Crowdbrush: Interactive Authoring of Real-time Crowd Scenes}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Recent advances in computer graphics techniques and increasing power of graphics hardware made it possible to display and animate large crowds in real-time. Most of the research efforts have been directed towards improving rendering or behavior control; the question how to author crowd scenes in an efficient way is usually not addressed. We introduce a novel approach to create complex scenes involving thousands of animated individuals in a simple and intuitive way. By employing a brush metaphor, analogous to the tools used in image manipulation programs, we can distribute, modify and control crowd members in real-time with immediate visual feedback. We define concepts of operators and instance properties that allow to create and manage variety in populations of virtual humans. An efficient technique allowing to render up to several thousands of fully three-dimensional polygonal characters with keyframed animations at interactive framerates is presented. The potential of our approach is demonstrated by authoring a scenario of a virtual audience in a theater and a scenario of a pedestrian crowd in a city.},
 year = {2004},
 pages = {243-252},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/243-252.pdf}
}
@inproceedings{SCA253-258:2004,
 author = {Silvio C. L. Terra and Ronald A. Metoyer},
 title = {{Performance Timing for Keyframe Animation}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Keyframing is a standard technique for generating computer animation that typically requires artistic ability and a set of skills for the software package being used. We are interested in addressing the needs of the novice animator who is not necessarily artistically skilled or familiar with keyframing interfaces. From our experience observing novice animators, it is clear that setting keyframe values is straightforward while specifying the keyframe timing is difficult and often time consuming. We present a novel method for novice users to time keyframes using gestures without changing the motion itself. The key to our approach is the separation of specification of keyframe values from the specification of keyframe timing. Our approach allows the user to "act-out" the timing information using a simple 2D input device such as a mouse or pen-tablet. The user's input is analyzed and features of the user's input are mapped to features of the keyframed motion. The keyframes are then distributed in time according to the timing of the user's input path. We have implemented the approach as a plugin to the AliasWavefront Maya modeling and animation package. We demonstrate the approach on several example scenes and discuss its strengths and limitations.},
 year = {2004},
 pages = {253-258},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/253-258.pdf}
}
@inproceedings{SCA259-266:2004,
 author = {Yasuhiko Sakamoto and Shigeru Kuriyama and Toyohisa Kaneko},
 title = {{Motion Map: Image-based Retrieval and Segmentation of Motion Data}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Recent proliferation of motion capture systems enables motion data to be saved as an archive system, and the data are usually extracted by selecting an appropriate file by its name or annotation explaining the content of motions. Such semantic-based retrieval, however, is not suited to unstructured files that include many types of elemental motions, due to the difficulty in giving comprehensible annotations. Moreover, expected motion clips are often included as a part of entire sequences, and the data therefore should be manually clipped using some authoring tools. This paper proposes an image-based user interface for retrieving motion data using a self-organizing map for supplying recognizable icons of postures. The postures are used as keys for retrieval, and the desirable segments of the motion data can be accurately extracted by specifying their starting and ending postures. The number of possible motion segments is flexibly controlled by changing the scope of postures used as the keys.},
 year = {2004},
 pages = {259-266},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/259-266.pdf}
}
@inproceedings{SCA267-276:2004,
 author = {Christina de Juan and Bobby Bodenheimer},
 title = {{Cartoon Textures}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {In this paper we present a method for creating novel animations from a library of existing two-dimensional cartoon data. Drawing inspiration from the idea of video textures, sequences of similar-looking cartoon data are combined into a user-directed sequence. Starting with a small amount of cartoon data, we employ a method of nonlinear dimensionality reduction to discover a lower-dimensional structure of the data. The user selects a start and end frame and the system traverses this lower-dimensional manifold to re-sequence the data into a new animation. The system can automatically detect when a new sequence has visual discontinuities and may require additional source material.},
 year = {2004},
 pages = {267-276},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/267-276.pdf}
}
@inproceedings{SCA277-286:2004,
 author = {Laurent Favreau and Lionel Reveret and Christine Depraz and Marie-Paule Cani },
 title = {{Animal gaits from video}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We present a method for animating 3D models of animals from existing live video sequences such as wild life documentaries. Videos are first segmented into binary images on which Principal Component Analysis (PCA) is applied. The time-varying coordinates of the images in the PCA space are then used to generate 3D animation. This is done through interpolation with Radial Basis Functions (RBF) of 3D pose examples associated with a small set of key-images extracted from the video. In addition to this processing pipeline, our main contributions are: an automatic method for selecting the best set of key-images for which the designer will need to provide 3D pose examples. This method saves user time and effort since there is no more need for manual selection within the video and then trials and errors in the choice of key-images and 3D pose examples. As another contribution, we propose a simple algorithm based on PCA images to resolve 3D pose prediction ambiguities. These ambiguities are inherent to many animal gaits when only monocular view is available. The method is first evaluated on sequences of synthetic images of animal gaits, for which full 3D data is available. We achieve a good quality reconstruction of the input 3D motion from a single video sequence of its 2D rendering. We then illustrate the method by reconstructing animal gaits from live video of wild life documentaries. Key words: Animation from Motion/Video Data, Interpolation Keyframing, Intuitive Interfaces for Animation.},
 year = {2004},
 pages = {277-286},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/277-286.pdf}
}
@inproceedings{SCA287-296:2004,
 author = {Shannon T. Greenwood and Donald H. House},
 title = {{Better with Bubbles: Enhancing the Visual Realism of Simulated Fluid}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We present a method for including the visual effect of bubbles in a computer graphics fluid simulation, thus enhancing the illusion of realism for a splashing fluid. Previous fluid simulation methods have not included bubbles. Bubble creation is integrated into the particle level-set fluid simulation algorithm. Individual bubbles are approximated by spheres, which form more complex shapes where they intersect. The rendering of bubbles and fluid are integrated to create the appearance of one continuous surface. At the fluid-air boundary, we integrate bubbles whenever level-set marker particles pass from from the outside to the inside of the fluid. Thus, these particles represent air that has become trapped within the fluid surface. In addition, we detect empty pockets within the fluid, that are often formed due to turbulence, and create bubbles within this space. This is an inexpensive way of giving the impression that the air trapped in air pockets has become bubbles. Photo-realistic images of simulation results are rendered with a raytracer that has been enhanced to include caustics, and to handle bubble-bubble interfaces. Comparison of these images with images rendered without bubbles supports our position that the simple addition of bubbles to a fluid simulation greatly enhances visual realism.},
 year = {2004},
 pages = {287-296},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/287-296.pdf}
}
@inproceedings{SCA297-304:2004,
 author = {Jacob Beaudoin and John Keyser},
 title = {{Simulation Levels of Detail for Plant Motion}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {In this paper we describe a method for simulating motion of realistically complex plants interactively. We use a precomputation stage to generate the plant structure, along with a set of simulation levels of detail. The levels of detail are made by continuously grouping branches starting from the tips of the branches and working toward the trunk. Grouped branches are simulated as single branches that have similar simulation characteristics to the original branches. During run-time, we traverse the plant and determine the allowable error in the simulation of branch motion. This allows us to choose the appropriate simulation level of detail and we provide smooth transitions from level to level. Our level of detail approach affects only the simulation parameters, allowing geometry to be handled independently. Using this method we can significantly improve simulation times for complex trees.},
 year = {2004},
 pages = {297-304},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/297-304.pdf}
}
@inproceedings{SCA305-314:2004,
 author = {Theodore Kim and Michael Henson and Ming C. Lin},
 title = {{A Hybrid Algorithm for Modeling Ice Formation}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {We present a novel algorithm that simulates ice formation. Motivated by the physical process of ice growth, we develop a novel hybrid algorithm by synthesizing three techniques: diffusion limited aggregation, phase field methods, and stable fluid solvers. Each technique maps to one of the three stages of solidification. The visual realism of the resulting algorithm appears to surpass that of each technique alone, particularly in animations of freezing. In addition, we present a faster, simplified phase field method, as well as a unified parameterization that enables artistic manipulation of the simulation. We illustrate the results on arbitrary 3D surfaces.},
 year = {2004},
 pages = {305-314},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/305-314.pdf}
}
@inproceedings{SCA315-324:2004,
 author = {Viorel Mihalef and Dimitris Metaxas and Mark Sussman},
 title = {{Animation and Control of Breaking Waves}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Controlling fluids is still an open and challenging problem in fluid animation. In this paper we develop a novel fluid animation control approach and we present its application to controlling breaking waves. In our Slice Method framework an animator defines the shape of a breaking wave at a desired moment in its evolution based on a library of breaking waves. Our system computes then the subsequent dynamics with the aid of a 3D Navier-Stokes solver. The wave dynamics previous to the moment the animator exerts control can also be generated based on the wave library. The animator is thus enabled to obtain a full animation of a breaking wave while controlling the shape and the timing of the breaking. An additional advantage of the method is that it provides a significantly faster method for obtaining the full 3D breaking wave evolution compared to starting the simulation at an early stage and using solely the 3D Navier-Stokes equations. We present a series of 2D and 3D breaking wave animations to demonstrate the power of the method.},
 year = {2004},
 pages = {315-324},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/315-324.pdf}
}
@inproceedings{SCA325-335:2004,
 author = {Stéphane Ménardais and Richard Kulpa and Franck Multon and Bruno Arnaldi},
 title = {{Synchronization for dynamic blending of motions}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {In this paper we present a new real-time synchronization algorithm. In dynamic environments, motions need to be continuously adapted to obtain realistic animations. We propose an advanced time warping algorithm to synchronize such motions. This algorithm uses the sequence of support phases of the motions. It also takes into account the priority associated to each motion. It is based on an algebraic relation to detect incompatible motions and to select elements of the sequence to be enlarged. The resulting time warping function can be non-derivable so it is corrected by using a cardinal spline interpolation. In this paper, we demonstrate that our algorithm always finds at least one solution. This synchronization module is part of a complete animation engine called MKM already used in production.},
 year = {2004},
 pages = {325-335},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/325-335.pdf}
}
@inproceedings{SCA337-346:2004,
 author = {Jing Wang and Bobby Bodenheimer},
 title = {{Computing the Duration of Motion Transitions: An Empirical Approach}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {This paper develops methods for determining a visually appealing length for a motion transition, i.e., a segue between two sequences of character animation. Motion transitions are an important component in generating compelling animation streams in virtual environments and computer games. For reasons of efficiency and speed, linear interpolation is often used as the transition method, where the motion is blended between specified start and end frames. The blend length of a transition using this technique is critical to the visual appearance of the motion. Two methods for determining an optimal blend length for such transitions are presented. These methods are suited to different types of motion. They are empirically evaluated through user studies. For the motions tested, we find (1) that visually pleasing transitions can be generated using our optimal blend lengths without further tuning of the blending parameters; and (2), that users prefer these methods over a generic fixed-length blend.},
 year = {2004},
 pages = {337-346},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/337-346.pdf}
}
@inproceedings{SCA347-355:2004,
 author = {Yong Cao and Petros Faloutsos and Eddie Kohler and Frédéric Pighin},
 title = {{Real-time Speech Motion Synthesis from Recorded Motions}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Data-driven approaches have been successfully used for realistic visual speech synthesis. However, little effort has been devoted to real-time lip-synching for interactive applications. In particular, algorithms that are based on a graph of motions are notorious for their exponential complexity. In this paper, we present a greedy graph search algorithm that yields vastly superior performance and allows real-time motion synthesis from a large database of motions. The time complexity of the algorithm is linear with respect to the size of an input utterance. In our experiments, the synthesis time for an input sentence of average length is under a second.},
 year = {2004},
 pages = {347-355},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/347-355.pdf}
}
@inproceedings{SCA357-365:2004,
 author = {Tsuneya Kurihara and Natsuki Miyata},
 title = {{Modeling Deformable Human Hands from Medical Images}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {This paper presents a new method for constructing an example-based deformable human hand model from medical images. Realistic animation of human hands requires good estimates of the joint structure and properly weighted skeleton-driven surface deformation. For this purpose, we propose a method based on medical images of hands in several poses. Our method consists of the following 3 steps: First, using the measured bone shapes, we estimate the link structure (joint rotation centers) and the joint angles of each scan. Second, we construct a mutually consistent polygonal mesh of all the scans. For this purpose, a polygonal mesh of one pose, the base mesh, is deformed using skeletal subspace deformation, and then fitted interactively to the measured meshes from the other scans. Finally, the hand is deformed using a weighted pose space deformation. We demonstrate results of deformable hand models consisting of 100,000 triangle meshes derived from CT scans.},
 year = {2004},
 pages = {357-365},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/357-365.pdf}
}
@inproceedings{SCA367-375:2004,
 author = {Ivo Ihrke and Marcus Magnor },
 title = {{Image-Based Tomographic Reconstruction of Flames}},
 booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
 abstract = {Non-invasively determining the three-dimensional structure of real flames is a challenging task. We present a tomographic method for reconstructing a volumetric model from multiple images of fire. The method is similar to sparse-view computerized tomography and is applicable to static camera setups observing dynamic flames. Using an algebraic reconstruction method, we can restrict the solution space such that a high quality model is obtained from only a small number of camera images. An additional advantage is fast processing of multi-video sequences to generate time-varying models for animation purposes. The resulting three-dimensional fire model is useful for realistic rendering of fire animations, as well as for analyzing gasdynamics of fires.},
 year = {2004},
 pages = {367-375},
 address = {Grenoble, France},
 ISBN = {3-905673-14-2},
 ISSN = {1727-5288},
 editor = {Dinesh K. Pai and Ronan Boulic},
 publisher = {Eurographics Association},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA04/367-375.pdf}
}

%---------------------------2005-----------------------------

@inproceedings{SCA05:009-018:2005,
 crossref = {SCA05-proc},
 author = {D. Buchsbaum and B. Blumberg},
 title = {{Imitation as a First Step to Social Learning in Synthetic Characters: A Graph-based Approach}},
 pages = {9--18},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/009-018.pdf},
 DOI = {10.2312/SCA/SCA05/009-018}
}
@inproceedings{SCA05:019-028:2005,
 crossref = {SCA05-proc},
 author = {Wei Shao and Demetri Terzopoulos},
 title = {{Autonomous Pedestrians}},
 pages = {19--28},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/019-028.pdf},
 DOI = {10.2312/SCA/SCA05/019-028}
}
@inproceedings{SCA05:029-038:2005,
 crossref = {SCA05-proc},
 author = {Taesoo Kwon and Sung Yong Shiny},
 title = {{Motion Modeling for On-Line Locomotion Synthesis}},
 pages = {29--38},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/029-038.pdf},
 DOI = {10.2312/SCA/SCA05/029-038}
}
@inproceedings{SCA05:039-048:2005,
 crossref = {SCA05-proc},
 author = {D. P. Gibson  and D. J. Oziem and C. J. Dalton and N. W. Campbell},
 title = {{Capture and Synthesis of Insect Motion}},
 pages = {39--48},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/039-048.pdf},
 DOI = {10.2312/SCA/SCA05/039-048}
}
@inproceedings{SCA05:049-058:2005,
 crossref = {SCA05-proc},
 author = {J. Starck and G. Miller and A. Hilton},
 title = {{Video-Based Character Animation}},
 pages = {49--58},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/049-058.pdf},
 DOI = {10.2312/SCA/SCA05/049-058}
}
@inproceedings{SCA05:059-066:2005,
 crossref = {SCA05-proc},
 author = {Okan Arikan and David A. Forsyth,and James F. O’Brien},
 title = {{Pushing People Around}},
 pages = {59--66},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/059-066.pdf},
 DOI = {10.2312/SCA/SCA05/059-066}
}
@inproceedings{SCA05:067-076:2005,
 crossref = {SCA05-proc},
 author = {K. Forbes and E. Fiume},
 title = {{An Efficient Search Algorithm for Motion Data Using Weighted PCA}},
 pages = {67--76},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/067-076.pdf},
 DOI = {10.2312/SCA/SCA05/067-076}
}
@inproceedings{SCA05:077-086:2005,
 crossref = {SCA05-proc},
 author = {Nathan Bell and Yizhou Yu and Peter J. Mucha},
 title = {{Particle-Based Simulation of Granular Materials}},
 pages = {77--86},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/077-086.pdf},
 DOI = {10.2312/SCA/SCA05/077-086}
}
@inproceedings{SCA05:087-096:2005,
 crossref = {SCA05-proc},
 author = {Alexis Angelidis and Fabrice Neyret},
 title = {{Simulation of Smoke based on Vortex Filament Primitives}},
 pages = {87--96},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/087-096.pdf},
 DOI = {10.2312/SCA/SCA05/087-096}
}
@inproceedings{SCA05:097-106:2005,
 crossref = {SCA05-proc},
 author = {XXX},
 title = {{XXX}},
 pages = {97--106},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/097-106.pdf},
 DOI = {10.2312/SCA/SCA05/097-106}
}
@inproceedings{SCA05:107-116:2005,
 crossref = {SCA05-proc},
 author = {T. Igarashi and T. Moscovich and J. F. Hughes  },
 title = {{Spatial Keyframing for Performance-driven Animation}},
 pages = {107--116},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/107-116.pdf},
 DOI = {10.2312/SCA/SCA05/107-116}
}
@inproceedings{SCA05:117-126:2005,
 crossref = {SCA05-proc},
 author = {Lawrence D. Cutler and Reid Gershbein and Xiaohuan Corina Wang and Cassidy Curtis and Erwan Maigret and Luca Prasso},
 title = {{An Art-Directed Wrinkle System for CG Character Clothing}},
 pages = {117--126},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/117-126.pdf},
 DOI = {10.2312/SCA/SCA05/117-126}
}
@inproceedings{SCA05:127-134:2005,
 crossref = {SCA05-proc},
 author = {Ryo Kondo and Takashi Kanai and Ken-ichi Anjyo },
 title = {{Directable Animation of Elastic Objects}},
 pages = {127--134},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/127-134.pdf},
 DOI = {10.2312/SCA/SCA05/127-134}
}
@inproceedings{SCA05:135-142:2005,
 crossref = {SCA05-proc},
 author = {Lionel Reveret and Laurent Favreau and Christine Depraz and Marie-Paule Cani},
 title = {{Morphable model of quadrupeds skeletons for animating 3D animals}},
 pages = {135--142},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/135-142.pdf},
 DOI = {10.2312/SCA/SCA05/135-142}
}
@inproceedings{SCA05:143-152:2005,
 crossref = {SCA05-proc},
 author = {Yao-Jen Chang and Tony Ezzat},
 title = {{Transferable Videorealistic Speech Animation}},
 pages = {143--152},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/143-152.pdf},
 DOI = {10.2312/SCA/SCA05/143-152}
}
@inproceedings{SCA05:153-160:2005,
 crossref = {SCA05-proc},
 author = {Byoungwon Choe and Min Gyu Choi and Hyeong-Seok Ko},
 title = {{Simulating Complex Hair with Robust Collision Handling}},
 pages = {153--160},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/153-160.pdf},
 DOI = {10.2312/SCA/SCA05/153-160}
}
@inproceedings{SCA05:161-170:2005,
 crossref = {SCA05-proc},
 author = {Michael Neff and Eugene Fiume},
 title = {{AER: Aesthetic Exploration and Refinement for Expressive Character Animation}},
 pages = {161--170},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/161-170.pdf},
 DOI = {10.2312/SCA/SCA05/161-170}
}
@inproceedings{SCA05:171-180:2005,
 crossref = {SCA05-proc},
 author = {Alla Safonova and Jessica K. Hodgins},
 title = {{Analyzing the Physical Correctness of Interpolated Human Motion}},
 pages = {171--180},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/171-180.pdf},
 DOI = {10.2312/SCA/SCA05/171-180}
}
@inproceedings{SCA05:181-190:2005,
 crossref = {SCA05-proc},
 author = {Joseph Teran and Eftychios Sifakis and Geoffrey Irving and Ronald Fedkiw},
 title = {{Robust Quasistatic Finite Elements and Flesh Simulation}},
 pages = {181--190},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/181-190.pdf},
 DOI = {10.2312/SCA/SCA05/181-190}
}
@inproceedings{SCA05:191-200:2005,
 crossref = {SCA05-proc},
 author = {Scott Kircher and Michael Garland},
 title = {{Progressive Multiresolution Meshes for Deforming Surfaces}},
 pages = {191--200},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/191-200.pdf},
 DOI = {10.2312/SCA/SCA05/191-200}
}
@inproceedings{SCA05:201-208:2005,
 crossref = {SCA05-proc},
 author = {Kaleigh Smithy and Yunjun Liuz and Allison Klein},
 title = {{Animosaics}},
 pages = {201--208},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/201-208.pdf},
 DOI = {10.2312/SCA/SCA05/201-208}
}
@inproceedings{SCA05:209-218:2005,
 crossref = {SCA05-proc},
 author = {Mirko Sattler and Ralf Sarlette and Reinhard Klein},
 title = {{Simple and efficient compression of animation sequences}},
 pages = {209--218},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/209-218.pdf},
 DOI = {10.2312/SCA/SCA05/209-218}
}
@inproceedings{SCA05:219-228:2005,
 crossref = {SCA05-proc},
 author = {Simon Clavet and Philippe Beaudoin and Pierre Poulin y},
 title = {{Particle-based Viscoelastic Fluid Simulation}},
 pages = {219--228},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/219-228.pdf},
 DOI = {10.2312/SCA/SCA05/219-228}
}
@inproceedings{SCA05:229-236:2005,
 crossref = {SCA05-proc},
 author = {Lin Shi and Yizhou Yu},
 title = {{Taming Liquids for Rapidly Changing Targets}},
 pages = {229--236},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/229-236.pdf},
 DOI = {10.2312/SCA/SCA05/229-236}
}
@inproceedings{SCA05:237-244:2005,
 crossref = {SCA05-proc},
 author = {Matthias Müller and Barbara Solenthaler and Richard Keiser and Markus Gross},
 title = {{Particle-Based Fluid-Fluid Interaction}},
 pages = {237--244},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/237-244.pdf},
 DOI = {10.2312/SCA/SCA05/237-244}
}
@inproceedings{SCA05:245-254:2005,
 crossref = {SCA05-proc},
 author = {Z. Fan and Y. Zhao and A. Kaufman and Y. He},
 title = {{Adapted Unstructured LBM for Flow Simulation on Curved Surfaces}},
 pages = {245--254},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/245-254.pdf},
 DOI = {10.2312/SCA/SCA05/245-254}
}
@inproceedings{SCA05:255-260:2005,
 crossref = {SCA05-proc},
 author = {Bryan E. Feldman and James F. O’Brien and Bryan M. Klingner and  Tolga G. Goktekin},
 title = {{XFluids in Deforming Meshes}},
 pages = {255--260},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/255-260.pdf},
 DOI = {10.2312/SCA/SCA05/255-260}
}
@inproceedings{SCA05:261-270:2005,
 crossref = {SCA05-proc},
 author = {Sang Il Park and Myoung Jun Kim},
 title = {{Vortex Fluid for Gaseous Phenomena}},
 pages = {261--270},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/261-270.pdf},
 DOI = {10.2312/SCA/SCA05/261-270}
}
@inproceedings{SCA05:271-280:2005,
 crossref = {SCA05-proc},
 author = {Manfred Lau and James J. Kuffner
},
 title = {{Behavior Planning for Character Animation}},
 pages = {271--280},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/271-280.pdf},
 DOI = {10.2312/SCA/SCA05/271-280}
}
@inproceedings{SCA05:281-290:2005,
 crossref = {SCA05-proc},
 author = {Yu-Chi Lai and Stephen Chenney and ShaoHua Fan},
 title = {{Group Motion Graphs}},
 pages = {281--290},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/281-290.pdf},
 DOI = {10.2312/SCA/SCA05/281-290}
}
@inproceedings{SCA05:291-300:2005,
 crossref = {SCA05-proc},
 author = {Mankyu Sung and Lucas Kovar and Michael Gleicher},
 title = {{Fast and accurate goal-directed motion synthesis for crowds}},
 pages = {291--300},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/291-300.pdf},
 DOI = {10.2312/SCA/SCA05/291-300}
}
@inproceedings{SCA05:301-310:2005,
 crossref = {SCA05-proc},
 author = {Steve Capell and Matthew Burkhart and Brian Curless and Tom Duchamp and Zoran Popovic
},
 title = {{Physically Based Rigging for Deformable Characters}},
 pages = {301--310},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/301-310.pdf},
 DOI = {10.2312/SCA/SCA05/301-310}
}
@inproceedings{SCA05:311-318:2005,
 crossref = {SCA05-proc},
 author = {Nancy S. Pollard and Victor B. Zordan},
 title = {{Physically Based Grasping Control from Example}},
 pages = {311--318},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/311-318.pdf},
 DOI = {10.2312/SCA/SCA05/311-318}
}
@inproceedings{SCA05:319-328:2005,
 crossref = {SCA05-proc},
 author = {Winnie Tsang and Karan Singh,and Eugene Fiume},
 title = {{Helping Hand: An Anatomically Accurate Inverse Dynamics Solution For Unconstrained Hand Motion}},
 pages = {319--328},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/319-328.pdf},
 DOI = {10.2312/SCA/SCA05/319-328}
}
@inproceedings{SCA05:329-338:2005,
 crossref = {SCA05-proc},
 author = {Michael Pratscher and Patrick Coleman and Joe Laszlo and Karan Singh},
 title = {{Outside-In Anatomy Based Character Rigging}},
 pages = {329--338},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA05/329-338.pdf},
 DOI = {10.2312/SCA/SCA05/329-338}
}
@inproceedings{SCA06:007-013:2006,
 crossref = {SCA06-proc},
 author = {Nils Th{\"u}rey and Richard Keiser and Mark Pauly and Ulrich R{\"u}de},
 title = {{Detail-Preserving Fluid Control }},
 pages = {7--13},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/007-013.pdf},
 DOI = {10.2312/SCA/SCA06/007-013}
}
@inproceedings{SCA06:015-023:2006,
 crossref = {SCA06-proc},
 author = {Chris Wojtan and Peter J. Mucha and Greg Turk},
 title = {{Keyframe Control of Complex Particle Systems Using the Adjoint Method }},
 pages = {15--23},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/015-023.pdf},
 DOI = {10.2312/SCA/SCA06/015-023}
}
@inproceedings{SCA06:025-032:2006,
 crossref = {SCA06-proc},
 author = {Alexis Angelidis and Fabrice Neyret and Karan Singh and Derek Nowrouzezahrai},
 title = {{A Controllable, Fast and Stable Basis for Vortex Based Smoke Simulation }},
 pages = {25--32},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/025-032.pdf},
 DOI = {10.2312/SCA/SCA06/025-032}
}
@inproceedings{SCA06:033-042:2006,
 crossref = {SCA06-proc},
 author = {Yootai Kim and Raghu Machiraju and David Thompson},
 title = {{Path-based Control of Smoke Simulations }},
 pages = {33--42},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/033-042.pdf},
 DOI = {10.2312/SCA/SCA06/033-042}
}
@inproceedings{SCA06:043-051:2006,
 crossref = {SCA06-proc},
 author = {Liliya Kharevych and Weiwei Yang and Yiying Tong and Eva Kanso and Jerrold E. Marsden and Peter Schröder and Matthieu Desbrun},
 title = {{Geometric, Variational Integrators for Computer Animation }},
 pages = {43--51},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/043-051.pdf},
 DOI = {10.2312/SCA/SCA06/043-051}
}
@inproceedings{SCA06:053-062:2006,
 crossref = {SCA06-proc},
 author = {Fu-Chung Huang and Bing-Yu Chen and Yung-Yu Chuang},
 title = {{Progressive Deforming Meshes based on Deformation Oriented Decimation and Dynamic Connectivity Updating }},
 pages = {53--62},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/053-062.pdf},
 DOI = {10.2312/SCA/SCA06/053-062}
}
@inproceedings{SCA06:063-072:2006,
 crossref = {SCA06-proc},
 author = {Denis Steinemann and Miguel A. Otaduy and Markus Gross},
 title = {{Fast Arbitrary Splitting of Deforming Objects }},
 pages = {63--72},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/063-072.pdf},
 DOI = {10.2312/SCA/SCA06/063-072}
}
@inproceedings{SCA06:073-082:2006,
 crossref = {SCA06-proc},
 author = {Nico Galoppo and Miguel A. Otaduy and Paul Mecklenburg and Markus Gross and Ming C. Lin},
 title = {{Fast Simulation of Deformable Models in Contact Using Dynamic Deformation Textures }},
 pages = {73--82},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/073-082.pdf},
 DOI = {10.2312/SCA/SCA06/073-082}
}
@inproceedings{SCA06:083-089:2006,
 crossref = {SCA06-proc},
 author = {Nuttapong Chentanez and Tolga G. Goktekin and Bryan E. Feldman and James F. O'Brien},
 title = {{Simultaneous Coupling of Fluids and Deformable Bodies }},
 pages = {83--89},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/083-089.pdf},
 DOI = {10.2312/SCA/SCA06/083-089}
}
@inproceedings{SCA06:091-100:2006,
 crossref = {SCA06-proc},
 author = {Sunil Hadap},
 title = {{Oriented Strands - Dynamics of Stiff Multi-Body System }},
 pages = {91--100},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/091-100.pdf},
 DOI = {10.2312/SCA/SCA06/091-100}
}
@inproceedings{SCA06:101-105:2006,
 crossref = {SCA06-proc},
 author = {Pascal Volino and Nadia Magnenat-Thalmann},
 title = {{Simple Linear Bending Stiffness in Particle Systems }},
 pages = {101--105},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/101-105.pdf},
 DOI = {10.2312/SCA/SCA06/101-105}
}
@inproceedings{SCA06:107-116:2006,
 crossref = {SCA06-proc},
 author = {Bernhard Thomaszewski and Markus Wacker and Wolfgang Straßer},
 title = {{A Consistent Bending Model for Cloth Simulation with Corotational Subdivision Finite Elements}},
 pages = {107--116},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/107-116.pdf},
 DOI = {10.2312/SCA/SCA06/107-116}
}
@inproceedings{SCA06:117-126:2006,
 crossref = {SCA06-proc},
 author = {Rachel McDonnell and Simon Dobbyn and Steven Collins and Carol O'Sullivan},
 title = {{Perceptual Evaluation of LOD Clothing for Virtual Humans }},
 pages = {117--126},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/117-126.pdf},
 DOI = {10.2312/SCA/SCA06/117-126}
}
@inproceedings{SCA06:127-135:2006,
 crossref = {SCA06-proc},
 author = {Guodong Liu and Leonard McMillan},
 title = {{Segment-Based Human Motion Compression }},
 pages = {127--135},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/127-135.pdf},
 DOI = {10.2312/SCA/SCA06/127-135}
}
@inproceedings{SCA06:137-146:2006,
 crossref = {SCA06-proc},
 author = {Meinard M{\"u}ller and Tido Röder},
 title = {{Motion Templates for Automatic Classification and Retrieval of Motion Capture Data }},
 pages = {137--146},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/137-146.pdf},
 DOI = {10.2312/SCA/SCA06/137-146}
}
@inproceedings{SCA06:147-156:2006,
 crossref = {SCA06-proc},
 author = {Brett Allen and Brian Curless and Zoran Popovic and Aaron Hertzmann},
 title = {{Learning a Correlated Model of Identity and Pose-Dependent Body Shape Variation for Real-Time Synthesis }},
 pages = {147--156},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/147-156.pdf},
 DOI = {10.2312/SCA/SCA06/147-156}
}
@inproceedings{SCA06:157-165:2006,
 crossref = {SCA06-proc},
 author = {Nils Th{\"u}rey and Ulrich R{\"u}de and Marc Stamminger},
 title = {{Animation of Open Water Phenomena with coupled Shallow Water and Free Surface Simulations }},
 pages = {157--165},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/157-165.pdf},
 DOI = {10.2312/SCA/SCA06/157-165}
}
@inproceedings{SCA06:167-176:2006,
 crossref = {SCA06-proc},
 author = {Theodore Kim and David Adalsteinsson and Ming C. Lin},
 title = {{Modeling Ice Dynamics As A Thin-Film Stefan Problem }},
 pages = {167--176},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/167-176.pdf},
 DOI = {10.2312/SCA/SCA06/167-176}
}
@inproceedings{SCA06:177-185:2006,
 crossref = {SCA06-proc},
 author = {Hayley N. Iben and James F. O'Brien},
 title = {{Generating Surface Crack Patterns }},
 pages = {177--185},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/177-185.pdf},
 DOI = {10.2312/SCA/SCA06/177-185}
}
@inproceedings{SCA06:187-194:2006,
 crossref = {SCA06-proc},
 author = {Julien Diener and Lionel Reveret and Eugene Fiume},
 title = {{Hierarchical Retargetting of 2D Motion Fields to the Animation of 3D Plant Models }},
 pages = {187--194},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/187-194.pdf},
 DOI = {10.2312/SCA/SCA06/187-194}
}
@inproceedings{SCA06:195-203:2006,
 crossref = {SCA06-proc},
 author = {Yeuhi Abe and Jovan Popovic},
 title = {{Interactive Animation of Dynamic Manipulation }},
 pages = {195--203},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/195-203.pdf},
 DOI = {10.2312/SCA/SCA06/195-203}
}
@inproceedings{SCA06:205-214:2006,
 crossref = {SCA06-proc},
 author = {Jim McCann and Nancy S. Pollard and Siddhartha Srinivasa},
 title = {{Physics-Based Motion Retiming }},
 pages = {205--214},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/205-214.pdf},
 DOI = {10.2312/SCA/SCA06/205-214}
}
@inproceedings{SCA06:215-222:2006,
 crossref = {SCA06-proc},
 author = {C. Karen Liu and Aaron Hertzmann and Zoran Popovic},
 title = {{Composition of Complex Optimal Multi-Character Motions }},
 pages = {215--222},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/215-222.pdf},
 DOI = {10.2312/SCA/SCA06/215-222}
}
@inproceedings{SCA06:223-232:2006,
 crossref = {SCA06-proc},
 author = {Christina N. de Juan and Bobby Bodenheimer},
 title = {{Re-using Traditional Animation: Methods for Semi-Automatic Segmentation and Inbetweening }},
 pages = {223--232},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/223-232.pdf},
 DOI = {10.2312/SCA/SCA06/223-232}
}
@inproceedings{SCA06:233-241:2006,
 crossref = {SCA06-proc},
 author = {Qilei L. Li and Weidong D. Geng and Tao Yu and Xiao Jie Shen and Newman Lau and Gino Yu},
 title = {{MotionMaster: Authoring and Choreographing Kung-fu Motions by Sketch Drawings }},
 pages = {233--241},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/233-241.pdf},
 DOI = {10.2312/SCA/SCA06/233-241}
}
@inproceedings{SCA06:243-250:2006,
 crossref = {SCA06-proc},
 author = {Zhijin Wang and Michiel van de Panne},
 title = {{"Walk to here": A Voice Driven Animation System }},
 pages = {243--250},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/243-250.pdf},
 DOI = {10.2312/SCA/SCA06/243-250}
}
@inproceedings{SCA06:251-259:2006,
 crossref = {SCA06-proc},
 author = {Zhigang Deng and Ulrich Neumann},
 title = {{eFASE: Expressive Facial Animation Synthesis and Editing with Phoneme-Isomap Controls }},
 pages = {251--259},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/251-259.pdf},
 DOI = {10.2312/SCA/SCA06/251-259}
}
@inproceedings{SCA06:261-270:2006,
 crossref = {SCA06-proc},
 author = {Eftychios Sifakis and Andrew Selle and Avram Robinson-Mosher and Ronald Fedkiw},
 title = {{Simulating Speech with a Physics-Based Facial Muscle Model }},
 pages = {261--270},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/261-270.pdf},
 DOI = {10.2312/SCA/SCA06/261-270}
}
@inproceedings{SCA06:271-280:2006,
 crossref = {SCA06-proc},
 author = {Edwin Chang and Odest Chadwicke Jenkins},
 title = {{Sketching Articulation and Pose for Facial Animation }},
 pages = {271--280},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/271-280.pdf},
 DOI = {10.2312/SCA/SCA06/271-280}
}
@inproceedings{SCA06:281-290:2006,
 crossref = {SCA06-proc},
 author = {Benoît Le Callennec and Ronan Boulic},
 title = {{Robust Kinematic Constraint Detection for Motion Data }},
 pages = {281--290},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/281-290.pdf},
 DOI = {10.2312/SCA/SCA06/281-290}
}
@inproceedings{SCA06:291-298:2006,
 crossref = {SCA06-proc},
 author = {Hyun Joon Shin and Hyun Seok Oh},
 title = {{Fat Graphs: Constructing an Interactive Character with Continuous Controls }},
 pages = {291--298},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/291-298.pdf},
 DOI = {10.2312/SCA/SCA06/291-298}
}
@inproceedings{SCA06:299-308:2006,
 crossref = {SCA06-proc},
 author = {Manfred Lau and James J. Kuffner},
 title = {{Precomputed Search Trees: Planning for Interactive Goal-Driven Animation }},
 pages = {299--308},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/299-308.pdf},
 DOI = {10.2312/SCA/SCA06/299-308}
}
@inproceedings{SCA06:309-316:2006,
 crossref = {SCA06-proc},
 author = {Anna Majkowska and Victor B. Zordan and Petros Faloutsos},
 title = {{Automatic Splicing for Hand and Body Animations }},
 pages = {309--316},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/309-316.pdf},
 DOI = {10.2312/SCA/SCA06/309-316}
}
@inproceedings{SCA06:317-324:2006,
 crossref = {SCA06-proc},
 author = {Viorel Mihalef and Betul Unlusu and Dimitris Metaxas and Mark Sussman and M. Y. Hussaini},
 title = {{Physics Based Boiling Simulation }},
 pages = {317--324},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/317-324.pdf},
 DOI = {10.2312/SCA/SCA06/317-324}
}
@inproceedings{SCA06:325-333:2006,
 crossref = {SCA06-proc},
 author = {Wen Zheng and Jun-Hai Yong and Jean-Claude Paul},
 title = {{Simulation of Bubbles }},
 pages = {325--333},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/325-333.pdf},
 DOI = {10.2312/SCA/SCA06/325-333}
}
@inproceedings{SCA06:335-344:2006,
 crossref = {SCA06-proc},
 author = {Janghee Kim and Deukhyun Cha and Byungjoon Chang and Bonki Koo and Insung Ihm},
 title = {{Practical Animation of Turbulent Splashing Water }},
 pages = {335--344},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/335-344.pdf},
 DOI = {10.2312/SCA/SCA06/335-344}
}
@inproceedings{SCA06:345-351:2006,
 crossref = {SCA06-proc},
 author = {Adam W. Bargteil and Funshing Sin and Jonathan E. Michaels and Tolga G. Goktekin and James F. O'Brien},
 title = {{A Texture Synthesis Method for Liquid Animations }},
 pages = {345--351},
 URL = {http://www.eg.org/EG/DL/WS/SCA/SCA06/345-351.pdf},
 DOI = {10.2312/SCA/SCA06/345-351}
}
%------------------------- 2007-----------------
@inproceedings{SCA07:9-16:2007,
crossref = {SCA07-proc},
author = {Matthias Mueller and Simon Schirm and Stephan Duthaler},
title = {{Screen Space Meshes }},
pages = {9-16},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/009-016.pdf},
DOI = {10.2312/SCA/SCA07/009-016},
abstract = {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 are generated in screen space. These are used to construct a 2D screen space triangle mesh with a new technique that is derived from Marching Squares. The resulting mesh is transformed back to 3D world space for the computation of occlusions, reflections, refraction, and other shading effects. One of the main applications for screen space meshes is the visualization of Lagrangian, particle-based fluids models. Our new method has several advantages over the full 3D Marching Cubes approach. The algorithm only generates surface where it is visible, view-dependent level of detail comes for free, and interesting visual effects are possible by filtering in screen space.}
}

@inproceedings{SCA07:17-26:2007,
crossref = {SCA07-proc},
author = {Mohit Gupta and Srinivasa G. Narasimhan},
title = {{Legendre Fluids: A Unified Framework for Analytic Reduced Space Modeling and Rendering of Participating Media }},
pages = {17-26},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/017-026.pdf},
DOI = {10.2312/SCA/SCA07/017-026},
abstract = {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 of the density, velocity and intensity fields of the media using the same analytic basis. In many situa- tions, natural effects such as mist, outdoor smoke and dust are smooth (low frequency) phenomena, and can be compactly represented by a small number of coefficients of a Legendre polynomial basis. We derive analytic ex- pressions for the derivative and integral operators in the Legendre coefficient space, as well as the triple product integrals of Legendre polynomials. These mathematical results allow us to solve both the Navier-Stokes equations for fluid flow and light transport equations for single scattering efficiently in the reduced Legendre space. Since our technique does not depend on volume grid resolution, we can achieve computational speedups as compared to spatial domain methods while having low memory and pre-computation requirements as compared to data- driven approaches. Also, analytic definition of derivatives and integral operators in the Legendre domain avoids the approximation errors inherent in spatial domain finite difference methods. We demonstrate many interesting visual effects resulting from particles immersed in fluids as well as volumetric scattering in non-homogenous and dynamic participating media, such as fog and mist.}
}

@inproceedings{SCA07:27-34:2007,
crossref = {SCA07-proc},
author = {Theodore Kim and Mark Carlson},
title = {{A Simple Boiling Module }},
pages = {27-34},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/027-034.pdf},
DOI = {10.2312/SCA/SCA07/027-034},
abstract = {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 a separate computational module to be loosely coupled to an existing solver, a very easy to implement, highly efficient algorithm can be designed that produces excellent visual results, even on coarse (643) grids. The algorithm is also highly SIMD-amenable, allowing the boiling computation to be farmed out to a GPU or Playstation 3 Cell processor. Our algorithm takes less than 100 lines of commented, readable C++, and can be integrated into an existing particle level set fluid solver with virtually no modifications. A serial implementation consumes between 3-5% of the overall running time, and a preliminary SIMD implementation shows that a 643 simulation runs at 130 FPS, making the computational cost of the module totally negligible.}
}

@inproceedings{SCA07:35-44:2007,
crossref = {SCA07-proc},
author = {Anna Majkowska and Petros Faloutsos},
title = {{Flipping with Physics: Motion Editing for Acrobatics }},
pages = {35-44},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/035-044.pdf},
DOI = {10.2312/SCA/SCA07/035-044},
abstract = {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 for creating complex, multi-flip ballistic motions from simple, single-flip jumps. Our approach also allows an animator to interact with the system by introducing modifications to a ballistic phase of a motion. Our method automatically adjusts motion trajectories, to assure physical validity of the motion after the modifications. The presented technique is efficient and produces physically valid results without resorting to computationally expensive optimization. To validate our approach we present the results of a study of user sensitivity to errors in angular momentum and take-off angle. The study shows that small changes of these parameters introduced by our method are not perceptible to a viewer.}
}

@inproceedings{SCA07:45-52:2007,
crossref = {SCA07-proc},
author = {Eugene Hsu and Marco da Silva and Jovan Popovic},
title = {{Guided TimeWarping for Motion Editing }},
pages = {45-52},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/045-052.pdf},
DOI = {10.2312/SCA/SCA07/045-052},
abstract = {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 animated characters. However, time warping typically requires many manual adjustments to achieve the desired results. We present a technique which simplifies this process by allowing time warps to be guided by a provided reference motion. Given few timing constraints, it computes a warp that both satisfies these constraints and maximizes local timing similarities to the reference. The algorithm is fast enough to incorporate into standard animation workflows. We apply the technique to two common tasks: preserving the natural timing of motions under new time constraints and modifying the timing of motions for stylistic effects.}
}

@inproceedings{SCA07:53-62:2007,
crossref = {SCA07-proc},
author = {Kevin Wampler and Daichi Sasaki and Li Zhang and Zoran Popovic},
title = {{Dynamic, Expressive Speech Animation From a Single Mesh }},
pages = {53-62},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/053-062.pdf},
DOI = {10.2312/SCA/SCA07/053-062},
abstract = {In this work we present a method for human face animation which allows us to generate animations for a novel person given just a single mesh of their face. These animations can be of arbitrary text and may include emotional expressions. We build a multilinear model from data which encapsulates the variation in dynamic face motions over changes in identity, expression, and over different texts. We then describe a synthesis method consisting of a phoneme planning and a blending stage which uses this model as a base and attempts to preserve both face shape and dynamics given a novel text and an emotion at each point in time.}
}

@inproceedings{SCA07:63-72:2007,
crossref = {SCA07-proc},
author = {J. Spillmann and M. Teschner},
title = {{CORDE: Cosserat Rod Elements for the Dynamic Simulation of One-Dimensional Elastic Objects }},
pages = {63-72},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/063-072.pdf},
DOI = {10.2312/SCA/SCA07/063-072},
abstract = {Simulating one-dimensional elastic objects such as threads, ropes or hair strands is a difficult problem, especially if material torsion is considered. In this paper, we present CORDE(french ?rope?), a novel deformation model for the dynamic interactive simulation of elastic rods with torsion. We derive continuous energies for a dynamically deforming rod based on the Cosserat theory of elastic rods. We then discretize the rod and compute energies per element by employing finite element methods. Thus, the global dynamic behavior is independent of the discretization. The dynamic evolution of the rod is obtained by numerical integration of the resulting Lagrange equations of motion. We further show how this system of equations can be decoupled and efficiently solved. Since the centerline of the rod is explicitly represented, the deformation model allows for accurate contact and self-contact handling. Thus, we can reproduce many important looping phenomena. Further, a broad variety of different materials can be simulated at interactive rates. Experiments underline the physical plausibility of our deformation model.}
}

@inproceedings{SCA07:73-80:2007,
crossref = {SCA07-proc},
author = {Eftychios Sifakis and Kevin G. Der and Ronald Fedkiw},
title = {{Arbitrary Cutting of Deformable Tetrahedralized Objects }},
pages = {73-80},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/073-080.pdf},
DOI = {10.2312/SCA/SCA07/073-080},
abstract = {We propose a flexible geometric algorithm for placing arbitrary cracks and incisions on tetrahedralized deformable objects. Although techniques based on remeshing can also accommodate arbitrary fracture patterns, this flexibility comes at the risk of creating sliver elements leading to models that are inappropriate for subsequent simulation. Furthermore, interactive applications such as virtual surgery simulation require both a relatively low resolution mesh for efficient simulation of elastic deformation and highly detailed surface geometry to facilitate accurate manipulation and cut placement. Thus, we embed a high resolution material boundary mesh into a coarser tetrahedral mesh using our cutting algorithm as a meshing tool, obtaining meshes that can be efficiently simulated while preserving surface detail. Our algorithm is similar to the virtual node algorithm in that we avoid sliver elements and their associated stringent timestep restrictions, but it is significantly more general allowing for the arbitrary cutting of existing cuts, sub-tetrahedron resolution (e.g. we cut a single tetrahedron into over a thousand pieces), progressive introduction of cuts while the object is deforming, and moreover the ability to accurately cut the high resolution embedded mesh.}
}

@inproceedings{SCA07:81-90:2007,
crossref = {SCA07-proc},
author = {Eftychios Sifakis and Tamar Shinar and Geoffrey Irving and Ronald Fedkiw},
title = {{Hybrid Simulation of Deformable Solids }},
pages = {81-90},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/081-090.pdf},
DOI = {10.2312/SCA/SCA07/081-090},
abstract = {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. Thus, meshless or point-based methods have enjoyed recent popularity due to their added flexibility in dealing with these situations. Our approach begins with an initial mesh that is either conforming (as generated by one?s favorite meshing algorithm) or non-conforming (e.g. a BCC background lattice). We then propose a framework for embedding arbitrary sample points into this initial mesh allowing for the straightforward handling of collisions, plasticity and fracture without the need for complex remeshing. A straightforward consequence of this new framework is the ability to naturally handle T-junctions alleviating the requirement for a manifold initial mesh. The arbitrarily added embedded points are endowed with full simulation capability allowing them to collide, interact with each other, and interact with the parent geometry in the fashion of a particle-centric simulation system. We demonstrate how this formulation facilitates tasks such as arbitrary refinement or resampling for collision processing, the handling of multiple and possibly conflicting constraints (e.g. when cloth is nonphysically pinched between two objects), the straightforward treatment of fracture, and sub-element resolution of elasticity and plasticity.}
}

@inproceedings{SCA07:91-98:2007,
crossref = {SCA07-proc},
author = {Akash Garg and Eitan Grinspun and Max Wardetzky and Denis Zorin},
title = {{Cubic Shells }},
pages = {91-98},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/091-098.pdf},
DOI = {10.2312/SCA/SCA07/091-098},
abstract = {Hinge-based bending models are widely used in the physically-based animation of cloth, thin plates and shells. We propose a hinge-based model that is simpler to implement, more efficient to compute, and offers a greater number of effective material parameters than existing models. Our formulation builds on two mathematical observations: (a) the bending energy of curved flexible surfaces can be expressed as a cubic polynomial if the surface does not stretch; (b) a general class of anisotropic materials?those that are orthotropic?is captured by appropriate choice of a single stiffness per hinge. Our contribution impacts a general range of surface animation applications, from isotropic cloth and thin plates to orthotropic fracturing thin shells.}
}

@inproceedings{SCA07:99-108:2007,
crossref = {SCA07-proc},
author = {N. Pelechano and J.M. Allbeck and N.I. Badler},
title = {{Controlling Individual Agents in High-Density Crowd Simulation }},
pages = {99-108},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/099-108.pdf},
DOI = {10.2312/SCA/SCA07/099-108},
abstract = {Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation controls) or are conservative in the range of human motion possible (agents lack psychological state and aren?t allowed to ?push? each other). Our HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments. By applying a combination of psychological and geometrical rules with a social and physical forces model, HiDAC exhibits a wide variety of emergent behaviors from agent line formation to pushing behavior and its consequences; relative to the current situation, personalities of the individuals and perceived social density.}
}

@inproceedings{SCA07:109-118:2007,
crossref = {SCA07-proc},
author = {Kang Hoon Lee and Myung Geol Choi and Qyoun Hong and and Jehee Lee},
title = {{Group Behavior from Video: A Data-Driven Approach to Crowd Simulation }},
pages = {109-118},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/109-118.pdf},
DOI = {10.2312/SCA/SCA07/109-118},
abstract = {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 behaviors imitating real human crowds. To do so, we record the motion of a human crowd from an aerial view using a camcorder, extract the two-dimensional moving trajectories of each individual in the crowd, and then learn an agent model from observed trajectories. The agent model decides each agent?s actions based on features of the environment and the motion of nearby agents in the crowd. Once the agent model is learned, we can simulate a virtual crowd that behaves similarly to the real crowd in the video. The versatility and flexibility of our approach is demonstrated through examples in which various characteristics of group behaviors are captured and reproduced in simulated crowds.}
}

@inproceedings{SCA07:119-128:2007,
crossref = {SCA07-proc},
author = {Qinxin Yu and Demetri Terzopoulos},
title = {{A Decision Network Framework for the Behavioral Animation of Virtual Humans }},
pages = {119-128},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/119-128.pdf},
DOI = {10.2312/SCA/SCA07/119-128},
abstract = {We introduce a framework for advanced behavioral animation in virtual humans, which addresses the challenging open problem of simulating social interactions between pedestrians in urban settings. Based on hierarchical decision networks, our novel framework combines probability, decision, and graph theories for complex behavior modeling and intelligent action selection subject to manifold internal and external factors in the presence of uncertain knowledge. It yields autonomous characters that can make nontrivial interpretations and arrive at rational decisions dependent on multiple considerations. We demonstrate our framework in behavioral animation scenarios involving interacting autonomous pedestrians, including an elaborate emergency response animation.}
}

@inproceedings{SCA07:129-140:2007,
crossref = {SCA07-proc},
author = {Alexis Angelidis and Karan Singh},
title = {{Kinodynamic skinning using volume-preserving deformations }},
pages = {129-140},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/129-140.pdf},
DOI = {10.2312/SCA/SCA07/129-140},
abstract = {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 a bend deformation field, resulting in pose-dependent or kinematic skin deformations, varying smoothly across joints. The bend deformation parameters are interactively controlled to capture the varying deformability of bone and other anatomic tissue within an overall fold-over free and volume-preserving skin deformation. Subsequently, we represent the dynamics of skeletal motion, tissue elasticity, muscular tension and the environment as forces that are mapped to vortices at tissue interfaces. A simplified Biot-Savart law in the context of elastic deformation recovers a divergence-free velocity field from the vorticity. Finally, we apply a new stable technique to efficiently integrate points along their deformation trajectories. Adding these dynamic forces over a window of time prior to a given pose provides a continuum of user controllable kinodynamic skinning. A comprehensive implementation using a typical animator workflow in Maya shows our approach to be effective for complex character skinning.}
}

@inproceedings{SCA07:141-150:2007,
crossref = {SCA07-proc},
author = {Sven Forstmann and Jun Ohya and Artus Krohn-Grimberghe and Ryan McDougall},
title = {{Deformation Styles for Spline-based Skeletal Animation }},
pages = {141-150},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/141-150.pdf},
DOI = {10.2312/SCA/SCA07/141-150},
abstract = {We present a novel skinned skeletal animation system based on spline-aligned deformations for providing high quality and fully designable deformations in real-time. Our ambition is to allow artists the easy creation of abstract, pose-dependent deformation behaviors that might directly be assigned to a large variety of target objects simultaneously. To achieve this goal, we introduce the usage of deformation styles and demonstrate their applicability by our animation system. We therefore enhance spline-skinned skeletal animation with two sweep-based free-form-deformation (FFD) variants. The two FFD variants are pose-dependent, driven by three textures and three curves, which can be designed by the artist. As the three textures are similar to height-maps, their creation is very intuitive. Once designed, the deformation styles can be directly applied to any number of targets for imitating material behaviors of cloth, metal or even muscles. Our GPU based implementation shows promising results for real-time usage, as about 30 Million vertices per second can be animated. The basic spline-skinning even reaches more than twice the speed and gets close to the performance of skeletal subspace deformation (SSD). Furthermore, our method can easily be combined along with other existing deformation techniques as pose space deformation or SSD.}
}

@inproceedings{SCA07:151-160:2007,
crossref = {SCA07-proc},
author = {Gregoire Aujay and Franck Hetroy and Francis Lazarus and Christine Depraz},
title = {{Harmonic Skeleton for Realistic Character Animation }},
pages = {151-160},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/151-160.pdf},
DOI = {10.2312/SCA/SCA07/151-160},
abstract = {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 real bone structure of the model. This paper proposes the use of anatomical information to enhance the skeleton. Using a harmonic function, this information can be recovered from the skeleton itself, which is guaranteed not to have undesired endpoints. The skeleton is computed as a Reeb graph of such a function over the surface of the model. Starting from one point selected on the head of the character, the entire process is fast, automatic and robust; it generates skeletons whose joints can be associated with the character?s anatomy. Results are provided, including a quantitative validation of the generated skeletons.}
}

@inproceedings{SCA07:161-170:2007,
crossref = {SCA07-proc},
author = {Manfred Lau and Jinxiang Chai and Ying-Qing Xu and Heung-Yeung Shum},
title = {{Face Poser: Interactive Modeling of 3D Facial Expressions Using Model Priors }},
pages = {161-170},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/161-170.pdf},
DOI = {10.2312/SCA/SCA07/161-170},
abstract = {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 screen space. Designing such an interface for face modeling and editing is challenging because many unnatural facial expressions might be consistent with the ambiguous user input. The system automatically learns a model prior from a prerecorded facial expression database and uses it to remove the ambiguity. We formulate the problem in a maximum a posteriori (MAP) framework by combining the prior with user-defined constraints. Maximizing the posterior allows us to generate an optimal and natural facial expression that satisfies the user-defined constraints. Our system is interactive; it is also simple and easy to use. A first-time user can learn to use the system and start creating a variety of natural face models within minutes. We evaluate the performance of our approach with cross validation tests, and by comparing with alternative techniques.}
}

@inproceedings{SCA07:171-180:2007,
crossref = {SCA07-proc},
author = {Jernej Barbic and Doug James},
title = {{Time-critical distributed contact for 6-DoF haptic rendering of adaptively sampled reduced deformable models }},
pages = {171-180},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/171-180.pdf},
DOI = {10.2312/SCA/SCA07/171-180},
abstract = {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. Unfortunately, at very high temporal rates (1 kHz for haptics), there is often insufficient time to resolve distributed contact between geometrically complex objects. In this paper, we present a spatially and temporally adaptive sample-based approach to approximate contact forces under hard real-time constraints. The approach is CPU based, and supports contact between a rigid and a reduced deformable model with complex geometry. Penalty-based contact forces are efficiently resolved using a multi-resolution point-based representation for one object, and a signed-distance field for the other. Hard realtime approximation of distributed contact forces uses multi-level progressive point-contact sampling, and exploits temporal coherence, graceful degradation and other optimizations. We present several examples of 6-DoF haptic rendering of geometrically complex rigid and deformable objects in distributed contact at real-time kilohertz rates.}
}

@inproceedings{SCA07:181-190:2007,
crossref = {SCA07-proc},
author = {Miguel A. Otaduy and Daniel Germann and Stephane Redon and Markus Gross},
title = {{Adaptive Deformations with Fast Tight Bounds }},
pages = {181-190},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/181-190.pdf},
DOI = {10.2312/SCA/SCA07/181-190},
abstract = {Simulation of deformations and collision detection are two highly intertwined problems that are often treated sepa- rately. This is especially true in existing elegant adaptive simulation techniques, where standard collision detection algorithms cannot leverage the adaptively selected degrees of freedom.We propose a seamless integration of multi- grid algorithms and collision detection that identifies boundary conditions while inherently exploiting adaptivity. We realize this integration through multiscale bounding hierarchies, a novel unified hierarchical representation, together with an adaptive multigrid algorithm for irregular meshes and an adaptivity-aware hierarchical collision detection algorithm. Our solution produces detailed deformations with adapted computational cost, but it also enables robust interactive simulation of self-colliding deformable objects with high-resolution surfaces.}
}

@inproceedings{SCA07:191-198:2007,
crossref = {SCA07-proc},
author = {N. Thuerey and F. Sadlo and S. Schirm and M. Mueller-Fischer and M. Gross },
title = {{Real-time Simulations of Bubbles and Foam within a ShallowWater Framework }},
pages = {191-198},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/191-198.pdf},
DOI = {10.2312/SCA/SCA07/191-198},
abstract = {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 with free surfaces and surface tension. We present a shallow water based particle model that is coupled with a smoothed particle hydrodynamics simulation to demonstrate that real-time simulations of bubble and foam effects are possible with high frame rates. A shallow water simulation is used to represent the overall water volume. It is coupled to a particle-based bubble simulation with a flow field of spherical vortices. This bubble simulation is interacting with a smoothed particle hydrodynamics simulation including surface tension to handle foam on the fluid surface. The realism and performance of our approach is demonstrated with several test cases that run with high frame rates on a standard PC.}
}

@inproceedings{SCA07:199-208:2007,
crossref = {SCA07-proc},
author = {Byungkwon Kang and Yoojin Jang and Insung Ihm},
title = {{Animation of Chemically Reactive Fluids Using a Hybrid Simulation Method }},
pages = {199-208},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/199-208.pdf},
DOI = {10.2312/SCA/SCA07/199-208},
abstract = {Chemical phenomena abound in the real world, and often comprise indispensable elements of visual effects that are routinely created in the film industry. In this paper, we present a hybrid technique for simulating chemically reactive fluids, based on the theory of chemical kinetics. Our method makes synergistic use of both Eulerian grid-based methods and Lagrangian particle methods to simulate real and hypothetical chemical mechanisms effectively and efficiently. We demonstrate that by modeling chemical reactions using a particle system, an established, physically based fluid system can be extended easily to generate a wide range of chemical phenomena, ranging from catalysis and erosion to fire and explosions, with only a small additional cost.}
}

@inproceedings{SCA07:209-218:2007,
crossref = {SCA07-proc},
author = {Markus Becker and Matthias Teschner},
title = {{Weakly compressible SPH for free surface flows }},
pages = {209-218},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/209-218.pdf},
DOI = {10.2312/SCA/SCA07/209-218},
abstract = {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- ibility, time-consuming solvers for the Poisson equation are avoided by allowing for small, user-defined density fluctuations. We also discuss an improved surface tension model that is particularly appropriate for single-phase free-surface flows. The proposed model is compared to existing models and experiments illustrate the accuracy of the approach for free surface flows. Combining the proposed methods, volume-preserving low-viscosity liquids can be efficiently simulated using SPH. The approach is appropriate for medium-scale and small-scale phenomena. Effects such as splashing and breaking waves are naturally handled.}
}

@inproceedings{SCA07:219-228:2007,
crossref = {SCA07-proc},
author = {Nuttapong Chentanez and Bryan E. Feldman and François Labelle and James F. O?Brien and Jonathan R. Shewchuk},
title = {{Liquid Simulation on Lattice-Based Tetrahedral Meshes }},
pages = {219-228},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/219-228.pdf},
DOI = {10.2312/SCA/SCA07/219-228},
abstract = {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 previous time step?s fluid boundary and velocity field. Then a mesh generation algorithm called isosurface stuffing discretizes the region enclosed by the new fluid boundary, creating a tetrahedral mesh that grades from a fine resolution at the surface to a coarser resolution in the interior. The mesh has a structure, based on the body centered cubic lattice, that accommodates graded tetrahedron sizes but is regular enough to aid efficient point location and to save memory used to store geometric properties of identical tetrahedra. Although the mesh is warped to conform to the liquid boundary, it has a mathematical guarantee on tetrahedron quality, and is generated very rapidly. Each successive time step entails creating a new triangulated liquid surface and a new tetrahedral mesh. Semi-Lagrangian advection computes velocities at the current time step on the new mesh. We use a finite volume discretization to perform pressure projection required to enforce the fluid?s incompressibility, and we solve the linear system with algebraic multigrid. A novel thickening scheme prevents thin sheets and droplets of liquid from vanishing when their thicknesses drop below the mesh resolution. Examples demonstrate that the method captures complex liquid motions and fine details on the free surfaces without suffering from excessive volume loss or artificial damping.}
}

@inproceedings{SCA07:229-238:2007,
crossref = {SCA07-proc},
author = {Huamin Wang and Gavin Miller and Greg Turk},
title = {{Solving General ShallowWave Equations on Surfaces }},
pages = {229-238},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/229-238.pdf},
DOI = {10.2312/SCA/SCA07/229-238},
abstract = {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 for solving the external forces applied to water, including gravity and surface tension. We also present a two-way coupling method to model interactions between fluid and floating rigid objects. Water flows in this system can be simulated not only on planar surfaces by using regular grids, but also on curved surfaces directly without surface parametrization. The experiments show that our system is fast, stable, physically sound, and straightforward to implement on both CPUs and GPUs. It is capable of simulating a variety of water effects including: shallow waves, water drops, rivulets, capillary events and fluid/floating rigid body coupling. Because the system is fast, we can also achieve real-time water drop control and shape design.}
}

@inproceedings{SCA07:239-248:2007,
crossref = {SCA07-proc},
author = {Brian Allen and Derek Chu and Ari Shapiro and Petros Faloutsos},
title = {{On the Beat! Timing and Tension for Dynamic Characters }},
pages = {239-248},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/239-248.pdf},
DOI = {10.2312/SCA/SCA07/239-248},
abstract = {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, requires dynamic control. The main issue with dynamic control is that there are no standardized techniques that allow an animator to precisely specify the timing of the motion while still providing natural response to external disturbances. The few proposed techniques that address this problem are based on heuristically or manually tuning proportional-derivative (PD) control parameters and do not generalize easily. We propose an approach to dynamic character control that is able to honor timing constraints, to provide naturallooking motion and to allow for realistic response to perturbations. Our approach uses traditional PD control to interpolate between key-frames. The key innovation is that the parameters of the PD controllers are computed for each joint analytically. By continuously updating these parameters over time, the controller is able to respond naturally to both external perturbations and changes in the state of the character}
}

@inproceedings{SCA07:249-258:2007,
crossref = {SCA07-proc},
author = {Yeuhi Abe and Marco da Silva and Jovan Popovic},
title = {{Multiobjective Control with Frictional Contacts }},
pages = {249-258},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/249-258.pdf},
DOI = {10.2312/SCA/SCA07/249-258},
abstract = {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 one foot, on uneven ground, or while holding on for support) presents a difficult challenge for interactive simulation of humans and animals, especially while performing tasks in the presence of external disturbances. We describe an analytic approach for control of standing in three-dimensional simulations based upon local optimization. At any point in time, the control system solves a quadratic program to compute actuation by maximizing the performance of multiple motion objectives subject to constraints imposed by actuation limits and contact configuration. This formulation is suitable for interactive animation and it adapts to the proportions of any character model in any non-planar, frictional contact configuration.}
}

@inproceedings{SCA07:259-270:2007,
crossref = {SCA07-proc},
author = {Rachel McDonnell and Fiona Newell and Carol O'Sullivan},
title = {{Smooth Movers: Perceptually Guided Human Motion Simulation }},
pages = {259-270},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/259-270.pdf},
DOI = {10.2312/SCA/SCA07/259-270},
abstract = {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 available hardware and overall simulation complexity. To date, no analysis of the factors that affect the perceived smoothness of animated virtual characters has been presented. In the first perceptual studies aimed at identifying such factors and their interactions, we have determined some thresholds that could be used to produce acceptably smooth human animations in a variety of conditions. Some interesting results were found, e.g., that character type, clothing, scene complexity or motion synchronicity had no effect on smoothness perception in our experiments, but cycle rate, linear velocity, motion complexity and group size all had a significant effect, with slower or lower intensity movements generally requiring fewer updates. Our results should be of real practical use to character animators in various application areas, but in particular to developers of real-time applications where Simulation Levels Of Detail (SLOD) need to be employed.}
}

@inproceedings{SCA07:271-280:2007,
crossref = {SCA07-proc},
author = {Christian Theobalt and Christian Roessl and Edilson de Aguiar and Hans-Peter Seidel},
title = {{Animation Collage }},
pages = {271-280},
URL = {http://www.eg.org/EG/DL/WS/SCA/SCA07/271-280.pdf},
DOI = {10.2312/SCA/SCA07/271-280},
abstract = {We propose a method to automatically transform mesh animations into animation collages, i.e. moving assemblies of shape primitives from a database given by an artist. An animation collage is a complete reassembly of the original animation in a new abstract visual style that imitates the spatio-temporal shape and deformation of the input. Our algorithm automatically decomposes input animations into plausible approximately rigid segments and fits to each segment one shape from the database by means of a spatio-temporal matching procedure. The collage is then animated in compliance with the original?s shape and motion. Apart from proposing solutions to a number of spatio-temporal alignment problems, this work is an interesting add-on to the graphics artist?s toolbox with many applications in arts, non-photorealistic rendering, and animated movie productions. We exemplify the beauty of animation collages by showing results created with our software prototype.}
}
%--------------------------------------



@Proceedings{EGanim92-proc,
   booktitle = {Computer Animation and Simulation '92},
   title =     {Computer Animation and Simulation '92},
   note =      {Proc.\ Eurographics Workshop, Cambridge, England, September~7--11, 1992},
   year =      {1992},
   editor =    {G. Hegron and D. Thalmann},
   series =    {Eurographics},
   publisher = {Eurographics, ISSN 1017-4656}
}

@proceedings{SCA05-proc,
editor = {Demetri Terzopoulos and Victor Zordan},
title = {{ACM SIGGRAPH /Eurographics Symposium on Computer Animation}},
year = {2005},
isbn = {1-59593-198-8},
issn = {1727-5288},
address = {Los Angeles, California},
publisher = {Eurographics Association},
 }

@proceedings{SCA06-proc,
 editor = {Marie-Paule Cani and James O'Brien},
 title = {ACM SIGGRAPH / Eurographics Symposium on Computer Animation},
 year = {2006},
 isbn = {3-905673-34-7},
 issn = {1727-5288},
 address = {Vienna, Austria},
 publisher = {Eurographics Association}
}

@proceedings{SCA07-proc,
editor = {Dimitris Metaxas and Jovan Popovic},
title = {Symposium on Computer Animation},
year = {2007},
isbn = {978-3-905673-44-9},
issn = {1727-5288},
address = {San Diego, California, United States},
publisher = {Eurographics Association}
}