SCA 07: Eurographics/SIGGRAPH Symposium on Computer Animation
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Browsing SCA 07: Eurographics/SIGGRAPH Symposium on Computer Animation by Subject "Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism: Animation"
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Item CORDE: Cosserat Rod Elements for the Dynamic Simulation of One-Dimensional Elastic Objects(The Eurographics Association, 2007) Spillmann, J.; Teschner, M.; Dimitris Metaxas and Jovan PopovicSimulating 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.Item Harmonic Skeleton for Realistic Character Animation(The Eurographics Association, 2007) Aujay, Gregoire; Hetroy, Franck; Lazarus, Francis; Depraz, Christine; Dimitris Metaxas and Jovan PopovicCurrent 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.