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 [Three-Dimensional Graphics and Realism]: Animation"
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Item Group Behavior from Video: A Data-Driven Approach to Crowd Simulation(The Eurographics Association, 2007) Lee, Kang Hoon; Choi, Myung Geol; Hong, Qyoun; Lee, Jehee; Dimitris Metaxas and Jovan PopovicCrowd 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.Item Real-time Simulations of Bubbles and Foam within a ShallowWater Framework(The Eurographics Association, 2007) Thuerey, N.; Sadlo, F.; Schirm, S.; Mueller-Fischer, M.; Gross, M.; Dimitris Metaxas and Jovan PopovicBubbles 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.