Volume 44 (2025)
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Browsing Volume 44 (2025) by Subject "animation"
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Item 3DGM: Deformable and Texturable 3D Gaussian Model via Level-of-Detail Proxy(The Eurographics Association and John Wiley & Sons Ltd., 2025) Wang, Xiangzhi Eric; Sin, Zackary P. T.; Wimmer, Michael; Alliez, Pierre; Westermann, Rüdiger3D Gaussian Splatting has markedly impacted neural rendering by achieving impressive fidelity and performance. Despite this achievement, it is not readily applicable to developing interactive applications. Real-time applications like XR apps and games require functions such as animation, UV mapping and level of detail (LOD) simultaneously manipulated through a 3D model. To address this need, we propose a modelling strategy analogous to typical 3D models, which we call 3D Gaussian Model (3DGM). 3DGM relies on attaching 3D Gaussians on the triangles of a mesh proxy, and the key idea is to bind sheared 3D Gaussians in texture space and re-projecting them back to world space through implicit shell mapping; this design naturally enables deformation and UV mapping via the proxy. Further, to optimize speed and fidelity based on different viewing distances, each triangle can be tessellated to change the number of involved 3D Gaussians adaptively. Application-wise, we will show that our proxy-based 3DGM is capable of enabling novel deformation without animated training data, texture transferring via UV mapping of the 3D Gaussians, and LOD rendering. The results indicate that our model achieves better fidelity for deformation and better optimization of fidelity and performance given different viewing distances. Further, we believe the results indicate the potential of our work for enabling interactive applications for 3D Gaussian Splatting.Item Automatic Inbetweening for Stroke‐Based Painterly Animation(Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2024) Barroso, Nicolas; Fondevilla, Amélie; Vanderhaeghe, DavidPainterly 2D animation, like the paint‐on‐glass technique, is a tedious task performed by skilled artists, primarily using traditional manual methods. Although CG tools can simplify the creation process, previous works often focus on temporal coherence, which typically results in the loss of the handmade look and feel. In contrast to cartoon animation, where regions are typically filled with smooth gradients, stroke‐based stylized 2D animation requires careful consideration of how shapes are filled, as each stroke may be perceived individually. We propose a method to generate intermediate frames using example keyframes and a motion description. This method allows artists to create only one image for every five to 10 output images in the animation, while the automatically generated intermediate frames provide plausible inbetween frames.Item DeepFracture: A Generative Approach for Predicting Brittle Fractures with Neural Discrete Representation Learning(Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2025) Huang, Yuhang; Kanai, TakashiIn the field of brittle fracture animation, generating realistic destruction animations using physics‐based simulation methods is computationally expensive. While techniques based on Voronoi diagrams or pre‐fractured patterns are effective for real‐time applications, they fail to incorporate collision conditions when determining fractured shapes during runtime. This paper introduces a novel learning‐based approach for predicting fractured shapes based on collision dynamics at runtime. Our approach seamlessly integrates realistic brittle fracture animations with rigid body simulations, utilising boundary element method (BEM) brittle fracture simulations to generate training data. To integrate collision scenarios and fractured shapes into a deep learning framework, we introduce generative geometric segmentation, distinct from both instance and semantic segmentation, to represent 3D fragment shapes. We propose an eight‐dimensional latent code to address the challenge of optimising multiple discrete fracture pattern targets that share similar continuous collision latent codes. This code will follow a discrete normal distribution corresponding to a specific fracture pattern within our latent impulse representation design. This adaptation enables the prediction of fractured shapes using neural discrete representation learning. Our experimental results show that our approach generates considerably more detailed brittle fractures than existing techniques, while the computational time is typically reduced compared to traditional simulation methods at comparable resolutions.Item Deep‐Learning‐Based Facial Retargeting Using Local Patches(Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2024) Choi, Yeonsoo; Lee, Inyup; Cha, Sihun; Kim, Seonghyeon; Jung, Sunjin; Noh, JunyongIn the era of digital animation, the quest to produce lifelike facial animations for virtual characters has led to the development of various retargeting methods. While the retargeting facial motion between models of similar shapes has been very successful, challenges arise when the retargeting is performed on stylized or exaggerated 3D characters that deviate significantly from human facial structures. In this scenario, it is important to consider the target character's facial structure and possible range of motion to preserve the semantics assumed by the original facial motions after the retargeting. To achieve this, we propose a local patch‐based retargeting method that transfers facial animations captured in a source performance video to a target stylized 3D character. Our method consists of three modules. The Automatic Patch Extraction Module extracts local patches from the source video frame. These patches are processed through the Reenactment Module to generate correspondingly re‐enacted target local patches. The Weight Estimation Module calculates the animation parameters for the target character at every frame for the creation of a complete facial animation sequence. Extensive experiments demonstrate that our method can successfully transfer the semantic meaning of source facial expressions to stylized characters with considerable variations in facial feature proportion.Item Herds From Video: Learning a Microscopic Herd Model From Macroscopic Motion Data(The Eurographics Association and John Wiley & Sons Ltd., 2025) Gong, Xianjin; Gain, James; Rohmer, Damien; Lyonnet, Sixtine; Pettré, Julien; Cani, Marie-Paule; Wimmer, Michael; Alliez, Pierre; Westermann, RüdigerWe present a method for animating herds that automatically tunes a microscopic herd model based on a short video clip of real animals. Our method handles videos with dense herds, where individual animal motion cannot be separated out. Our contribution is a novel framework for extracting macroscopic herd behaviour from such video clips, and then deriving the microscopic agent parameters that best match this behaviour. To support this learning process, we extend standard agent models to provide a separation between leaders and followers, better match the occlusion and field-of-view limitations of real animals, support differentiable parameter optimization and improve authoring control. We validate the method by showing that once optimized, the social force and perception parameters of the resulting herd model are accurate enough to predict subsequent frames in the video, even for macroscopic properties not directly incorporated in the optimization process. Furthermore, the extracted herding characteristics can be applied to any terrain with a palette and region-painting approach that generalizes to different herd sizes and leader trajectories. This enables the authoring of herd animations in new environments while preserving learned behaviour.Item LEAD: Latent Realignment for Human Motion Diffusion(The Eurographics Association and John Wiley & Sons Ltd., 2025) Andreou, Nefeli; Wang, Xi; Fernández Abrevaya, Victoria; Cani, Marie-Paule; Chrysanthou, Yiorgos; Kalogeiton, Vicky; Wimmer, Michael; Alliez, Pierre; Westermann, RüdigerOur goal is to generate realistic human motion from natural language. Modern methods often face a trade-off between model expressiveness and text-to-motion (T2M) alignment. Some align text and motion latent spaces but sacrifice expressiveness; others rely on diffusion models producing impressive motions but lacking semantic meaning in their latent space. This may compromise realism, diversity and applicability. Here, we address this by combining latent diffusion with a realignment mechanism, producing a novel, semantically structured space that encodes the semantics of language. Leveraging this capability, we introduce the task of textual motion inversion to capture novel motion concepts from a few examples. For motion synthesis, we evaluate LEAD on HumanML3D and KIT-ML and show comparable performance to the state-of-the-art in terms of realism, diversity and textmotion consistency. Our qualitative analysis and user study reveal that our synthesised motions are sharper, more human-like and comply better with the text compared to modern methods. For motion textual inversion (MTI), our method demonstrates improvements in capturing out-of-distribution characteristics in comparison to traditional VAEs.Item MPACT: Mesoscopic Profiling and Abstraction of Crowd Trajectories(The Eurographics Association and John Wiley & Sons Ltd., 2025) Lemonari, Marilena; Panayiotou, Andreas; Kyriakou, Theodoros; Pelechano, Nuria; Chrysanthou, Yiorgos; Aristidou, Andreas; Charalambous, Panayiotis; Wimmer, Michael; Alliez, Pierre; Westermann, RüdigerSimulating believable crowds for applications like movies or games is challenging due to the many components that comprise a realistic outcome. Users typically need to manually tune a large number of simulation parameters until they reach the desired results. We introduce MPACT, a framework that leverages image-based encoding to convert unlabelled crowd data into meaningful and controllable parameters for crowd generation. In essence, we train a parameter prediction network on a diverse set of synthetic data, which includes pairs of images and corresponding crowd profiles. The learned parameter space enables: (a) implicit crowd authoring and control, allowing users to define desired crowd scenarios using real-world trajectory data, and (b) crowd analysis, facilitating the identification of crowd behaviours in the input and the classification of unseen scenarios through operations within the latent space. We quantitatively and qualitatively evaluate our framework, comparing it against real-world data and selected baselines, while also conducting user studies with expert and novice users. Our experiments show that the generated crowds score high in terms of simulation believability, plausibility and crowd behaviour faithfulness.