SCA 04: Eurographics/SIGGRAPH Symposium on Computer Animation

Permanent URI for this collection


Autonomous Behaviors for Interactive Vehicle Animations

Go, Jared
Vu, Thuc
Kuffner, James

Finding Paths for Coherent Groups using Clearance

Kamphuis, Arno
Overmars, Mark H.

Breathe Easy: Model and control of simulated respiration for animation

Zordan, Victor B.
Celly, Bhrigu
Chiu, Bill
DiLorenzo, Paul C.

Layered Dynamic Control for Interactive Character Swimming

Yang, Po-Feng
Laszlo, Joe
Singh, Karan

Methods for Exploring Expressive Stance

Neff, Michael
Fiume, Eugene

System for Authoring Highly Interactive, Personality-Rich Interactive Characters

Loyall, A. Bryan
Reilly, W. Scott Neal
Bates, Joseph
Weyhrauch, Peter

Example-Based Control of Human Motion

Hsu, Eugene
Gentry, Sommer
Popovic, Jovan

Precomputing Avatar Behavior from Human Motion Data

Lee, Jehee
Lee, Kang Hoon

Enriching a Motion Collection by Transplanting Limbs

Ikemoto, Leslie
Forsyth, David A.

Evaluating Motion Graphs for Character Navigation

Reitsma, Paul S. A.
Pollard, Nancy S.

Quasi-Rigid Objects in Contact

Pauly, Mark
Pai, Dinesh K.
Guibas, Leonidas J.

Collision Between Deformable Objects Using Fast-Marching on Tetrahedral Models

Marchal, Damien
Aubert, Fabrice
Chaillou, Christophe

Invertible Finite Elements for Robust Simulation of Large Deformation

Irving, Geoffrey
Teran, Joseph
Fedkiw, Ron

Point Based Animation of Elastic, Plastic and Melting Objects

Müller, Matthias
Keiser, Richard
Nealen, Andrew
Pauly, Mark
Gross, Markus
Alexa, Marc

Interactive Motion Deformation with Prioritized Constraints

Callennec, Benoît Le
Boulic, Ronan

Momentum-based Parameterization of Dynamic Character Motion

Abe, Yeuhi
Liu, C. Karen
Popovic, Zoran

Wavelet Compression of Parametrically Coherent Mesh Sequences

Guskov, Igor
Khodakovsky, Andrei

Directable Photorealistic Liquids

Rasmussen, Nick
Enright, Doug
Nguyen, Duc
Marino, Sebastian
Sumner, Nigel
Geiger, Willi
Hoon, Samir
Fedkiw, Ron

Animation of Reactive Gaseous Fluids through Chemical Kinetics

Ihm, Insung
Kang, Byungkwon
Cha, Deukhyun

Extended Galilean Invariance for Adaptive Fluid Simulation

Shah, Maurya
Cohen, Jonathan M.
Patel, Sanjit
Lee, Penne
Pighin, Frédéric

Modeling and Editing Flows Using Advected Radial Basis Functions

Pighin, Frédéric
Cohen, Jonathan M.
Shah, Maurya

Flow Tiles

Chenney, Stephen

Crowdbrush: Interactive Authoring of Real-time Crowd Scenes

Ulicny, Branislav
Ciechomski, Pablo de Heras
Thalmann, Daniel

Performance Timing for Keyframe Animation

Terra, Silvio C. L.
Metoyer, Ronald A.

Cartoon Textures

Juan, Christina de
Bodenheimer, Bobby

Motion Map: Image-based Retrieval and Segmentation of Motion Data

Sakamoto, Yasuhiko
Kuriyama, Shigeru
Kaneko, Toyohisa

Animal gaits from video

Favreau, Laurent
Reveret, Lionel
Depraz, Christine
Cani, Marie-Paule

Better with Bubbles: Enhancing the Visual Realism of Simulated Fluid

Greenwood, Shannon T.
House, Donald H.

Simulation Levels of Detail for Plant Motion

Beaudoin, Jacob
Keyser, John

A Hybrid Algorithm for Modeling Ice Formation

Kim, Theodore
Henson, Michael
Lin, Ming C.

Animation and Control of Breaking Waves

Mihalef, Viorel
Metaxas, Dimitris
Sussman, Mark

Synchronization for dynamic blending of motions

Ménardais, Stéphane
Kulpa, Richard
Multon, Franck
Arnaldi, Bruno

Computing the Duration of Motion Transitions: An Empirical Approach

Wang, Jing
Bodenheimer, Bobby

Real-time Speech Motion Synthesis from Recorded Motions

Cao, Yong
Faloutsos, Petros
Kohler, Eddie
Pighin, Frédéric

Modeling Deformable Human Hands from Medical Images

Kurihara, Tsuneya
Miyata, Natsuki

Image-Based Tomographic Reconstruction of Flames

Ihrke, Ivo
Magnor, Marcus


BibTeX (SCA 04: Eurographics/SIGGRAPH Symposium on Computer Animation)
@inproceedings{
:10.2312/SCA/SCA04/009-018,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Autonomous Behaviors for Interactive Vehicle Animations}},
author = {
Go, Jared
and
Vu, Thuc
and
Kuffner, James
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/009-018}
}
@inproceedings{
:10.2312/SCA/SCA04/019-028,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Finding Paths for Coherent Groups using Clearance}},
author = {
Kamphuis, Arno
and
Overmars, Mark H.
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/019-028}
}
@inproceedings{
:10.2312/SCA/SCA04/029-037,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Breathe Easy: Model and control of simulated respiration for animation}},
author = {
Zordan, Victor B.
and
Celly, Bhrigu
and
Chiu, Bill
and
DiLorenzo, Paul C.
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/029-037}
}
@inproceedings{
:10.2312/SCA/SCA04/039-047,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Layered Dynamic Control for Interactive Character Swimming}},
author = {
Yang, Po-Feng
and
Laszlo, Joe
and
Singh, Karan
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/039-047}
}
@inproceedings{
:10.2312/SCA/SCA04/049-058,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Methods for Exploring Expressive Stance}},
author = {
Neff, Michael
and
Fiume, Eugene
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/049-058}
}
@inproceedings{
:10.2312/SCA/SCA04/059-068,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
System for Authoring Highly Interactive, Personality-Rich Interactive Characters}},
author = {
Loyall, A. Bryan
and
Reilly, W. Scott Neal
and
Bates, Joseph
and
Weyhrauch, Peter
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/059-068}
}
@inproceedings{
:10.2312/SCA/SCA04/069-077,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Example-Based Control of Human Motion}},
author = {
Hsu, Eugene
and
Gentry, Sommer
and
Popovic, Jovan
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/069-077}
}
@inproceedings{
:10.2312/SCA/SCA04/079-087,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Precomputing Avatar Behavior from Human Motion Data}},
author = {
Lee, Jehee
and
Lee, Kang Hoon
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/079-087}
}
@inproceedings{
:10.2312/SCA/SCA04/099-108,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Enriching a Motion Collection by Transplanting Limbs}},
author = {
Ikemoto, Leslie
and
Forsyth, David A.
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/099-108}
}
@inproceedings{
:10.2312/SCA/SCA04/089-098,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Evaluating Motion Graphs for Character Navigation}},
author = {
Reitsma, Paul S. A.
and
Pollard, Nancy S.
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/089-098}
}
@inproceedings{
:10.2312/SCA/SCA04/109-119,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Quasi-Rigid Objects in Contact}},
author = {
Pauly, Mark
and
Pai, Dinesh K.
and
Guibas, Leonidas J.
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/109-119}
}
@inproceedings{
:10.2312/SCA/SCA04/121-129,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Collision Between Deformable Objects Using Fast-Marching on Tetrahedral Models}},
author = {
Marchal, Damien
and
Aubert, Fabrice
and
Chaillou, Christophe
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/121-129}
}
@inproceedings{
:10.2312/SCA/SCA04/131-140,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Invertible Finite Elements for Robust Simulation of Large Deformation}},
author = {
Irving, Geoffrey
and
Teran, Joseph
and
Fedkiw, Ron
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/131-140}
}
@inproceedings{
:10.2312/SCA/SCA04/141-151,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Point Based Animation of Elastic, Plastic and Melting Objects}},
author = {
Müller, Matthias
and
Keiser, Richard
and
Nealen, Andrew
and
Pauly, Mark
and
Gross, Markus
and
Alexa, Marc
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/141-151}
}
@inproceedings{
:10.2312/SCA/SCA04/163-171,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Interactive Motion Deformation with Prioritized Constraints}},
author = {
Callennec, Benoît Le
and
Boulic, Ronan
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/163-171}
}
@inproceedings{
:10.2312/SCA/SCA04/153-161,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Decomposing Cloth}},
author = {
Boxerman, Eddy
and
Ascher, Uri
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/153-161}
}
@inproceedings{
:10.2312/SCA/SCA04/173-182,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Momentum-based Parameterization of Dynamic Character Motion}},
author = {
Abe, Yeuhi
and
Liu, C. Karen
and
Popovic, Zoran
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/173-182}
}
@inproceedings{
:10.2312/SCA/SCA04/183-192,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Wavelet Compression of Parametrically Coherent Mesh Sequences}},
author = {
Guskov, Igor
and
Khodakovsky, Andrei
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/183-192}
}
@inproceedings{
:10.2312/SCA/SCA04/193-202,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Directable Photorealistic Liquids}},
author = {
Rasmussen, Nick
and
Enright, Doug
and
Nguyen, Duc
and
Marino, Sebastian
and
Sumner, Nigel
and
Geiger, Willi
and
Hoon, Samir
and
Fedkiw, Ron
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/193-202}
}
@inproceedings{
:10.2312/SCA/SCA04/203-212,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Animation of Reactive Gaseous Fluids through Chemical Kinetics}},
author = {
Ihm, Insung
and
Kang, Byungkwon
and
Cha, Deukhyun
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/203-212}
}
@inproceedings{
:10.2312/SCA/SCA04/213-221,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Extended Galilean Invariance for Adaptive Fluid Simulation}},
author = {
Shah, Maurya
and
Cohen, Jonathan M.
and
Patel, Sanjit
and
Lee, Penne
and
Pighin, Frédéric
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/213-221}
}
@inproceedings{
:10.2312/SCA/SCA04/223-232,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Modeling and Editing Flows Using Advected Radial Basis Functions}},
author = {
Pighin, Frédéric
and
Cohen, Jonathan M.
and
Shah, Maurya
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/223-232}
}
@inproceedings{
:10.2312/SCA/SCA04/233-242,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Flow Tiles}},
author = {
Chenney, Stephen
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/233-242}
}
@inproceedings{
:10.2312/SCA/SCA04/243-252,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Crowdbrush: Interactive Authoring of Real-time Crowd Scenes}},
author = {
Ulicny, Branislav
and
Ciechomski, Pablo de Heras
and
Thalmann, Daniel
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/243-252}
}
@inproceedings{
:10.2312/SCA/SCA04/253-258,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Performance Timing for Keyframe Animation}},
author = {
Terra, Silvio C. L.
and
Metoyer, Ronald A.
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/253-258}
}
@inproceedings{
:10.2312/SCA/SCA04/267-276,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Cartoon Textures}},
author = {
Juan, Christina de
and
Bodenheimer, Bobby
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/267-276}
}
@inproceedings{
:10.2312/SCA/SCA04/259-266,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Motion Map: Image-based Retrieval and Segmentation of Motion Data}},
author = {
Sakamoto, Yasuhiko
and
Kuriyama, Shigeru
and
Kaneko, Toyohisa
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/259-266}
}
@inproceedings{
:10.2312/SCA/SCA04/277-286,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Animal gaits from video}},
author = {
Favreau, Laurent
and
Reveret, Lionel
and
Depraz, Christine
and
Cani, Marie-Paule
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/277-286}
}
@inproceedings{
:10.2312/SCA/SCA04/287-296,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Better with Bubbles: Enhancing the Visual Realism of Simulated Fluid}},
author = {
Greenwood, Shannon T.
and
House, Donald H.
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/287-296}
}
@inproceedings{
:10.2312/SCA/SCA04/297-304,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Simulation Levels of Detail for Plant Motion}},
author = {
Beaudoin, Jacob
and
Keyser, John
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/297-304}
}
@inproceedings{
:10.2312/SCA/SCA04/305-314,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
A Hybrid Algorithm for Modeling Ice Formation}},
author = {
Kim, Theodore
and
Henson, Michael
and
Lin, Ming C.
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/305-314}
}
@inproceedings{
:10.2312/SCA/SCA04/315-324,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Animation and Control of Breaking Waves}},
author = {
Mihalef, Viorel
and
Metaxas, Dimitris
and
Sussman, Mark
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/315-324}
}
@inproceedings{
:10.2312/SCA/SCA04/325-335,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Synchronization for dynamic blending of motions}},
author = {
Ménardais, Stéphane
and
Kulpa, Richard
and
Multon, Franck
and
Arnaldi, Bruno
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/325-335}
}
@inproceedings{
:10.2312/SCA/SCA04/337-346,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Computing the Duration of Motion Transitions: An Empirical Approach}},
author = {
Wang, Jing
and
Bodenheimer, Bobby
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/337-346}
}
@inproceedings{
:10.2312/SCA/SCA04/347-355,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Real-time Speech Motion Synthesis from Recorded Motions}},
author = {
Cao, Yong
and
Faloutsos, Petros
and
Kohler, Eddie
and
Pighin, Frédéric
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/347-355}
}
@inproceedings{
:10.2312/SCA/SCA04/357-365,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Modeling Deformable Human Hands from Medical Images}},
author = {
Kurihara, Tsuneya
and
Miyata, Natsuki
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/357-365}
}
@inproceedings{
:10.2312/SCA/SCA04/367-375,
booktitle = {
Symposium on Computer Animation},
editor = {
R. Boulic and D. K. Pai
}, title = {{
Image-Based Tomographic Reconstruction of Flames}},
author = {
Ihrke, Ivo
and
Magnor, Marcus
}, year = {
2004},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {3-905673-14-2},
DOI = {
/10.2312/SCA/SCA04/367-375}
}

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Recent Submissions

Now showing 1 - 37 of 37
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    Autonomous Behaviors for Interactive Vehicle Animations
    (The Eurographics Association, 2004) Go, Jared; Vu, Thuc; Kuffner, James; R. Boulic and D. K. Pai
    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.
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    Finding Paths for Coherent Groups using Clearance
    (The Eurographics Association, 2004) Kamphuis, Arno; Overmars, Mark H.; R. Boulic and D. K. Pai
    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.
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    Breathe Easy: Model and control of simulated respiration for animation
    (The Eurographics Association, 2004) Zordan, Victor B.; Celly, Bhrigu; Chiu, Bill; DiLorenzo, Paul C.; R. Boulic and D. K. Pai
    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.
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    Layered Dynamic Control for Interactive Character Swimming
    (The Eurographics Association, 2004) Yang, Po-Feng; Laszlo, Joe; Singh, Karan; R. Boulic and D. K. Pai
    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.
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    Methods for Exploring Expressive Stance
    (The Eurographics Association, 2004) Neff, Michael; Fiume, Eugene; R. Boulic and D. K. Pai
    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.
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    System for Authoring Highly Interactive, Personality-Rich Interactive Characters
    (The Eurographics Association, 2004) Loyall, A. Bryan; Reilly, W. Scott Neal; Bates, Joseph; Weyhrauch, Peter; R. Boulic and D. K. Pai
    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.
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    Example-Based Control of Human Motion
    (The Eurographics Association, 2004) Hsu, Eugene; Gentry, Sommer; Popovic, Jovan; R. Boulic and D. K. Pai
    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.
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    Precomputing Avatar Behavior from Human Motion Data
    (The Eurographics Association, 2004) Lee, Jehee; Lee, Kang Hoon; R. Boulic and D. K. Pai
    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.
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    Enriching a Motion Collection by Transplanting Limbs
    (The Eurographics Association, 2004) Ikemoto, Leslie; Forsyth, David A.; R. Boulic and D. K. Pai
    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.
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    Evaluating Motion Graphs for Character Navigation
    (The Eurographics Association, 2004) Reitsma, Paul S. A.; Pollard, Nancy S.; R. Boulic and D. K. Pai
    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.
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    Quasi-Rigid Objects in Contact
    (The Eurographics Association, 2004) Pauly, Mark; Pai, Dinesh K.; Guibas, Leonidas J.; R. Boulic and D. K. Pai
    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.
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    Collision Between Deformable Objects Using Fast-Marching on Tetrahedral Models
    (The Eurographics Association, 2004) Marchal, Damien; Aubert, Fabrice; Chaillou, Christophe; R. Boulic and D. K. Pai
    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.
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    Invertible Finite Elements for Robust Simulation of Large Deformation
    (The Eurographics Association, 2004) Irving, Geoffrey; Teran, Joseph; Fedkiw, Ron; R. Boulic and D. K. Pai
    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-
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    Point Based Animation of Elastic, Plastic and Melting Objects
    (The Eurographics Association, 2004) Müller, Matthias; Keiser, Richard; Nealen, Andrew; Pauly, Mark; Gross, Markus; Alexa, Marc; R. Boulic and D. K. Pai
    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.
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    Interactive Motion Deformation with Prioritized Constraints
    (The Eurographics Association, 2004) Callennec, Benoît Le; Boulic, Ronan; R. Boulic and D. K. Pai
    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.
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    Decomposing Cloth
    (The Eurographics Association, 2004) Boxerman, Eddy; Ascher, Uri; R. Boulic and D. K. Pai
    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.
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    Momentum-based Parameterization of Dynamic Character Motion
    (The Eurographics Association, 2004) Abe, Yeuhi; Liu, C. Karen; Popovic, Zoran; R. Boulic and D. K. Pai
    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.
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    Wavelet Compression of Parametrically Coherent Mesh Sequences
    (The Eurographics Association, 2004) Guskov, Igor; Khodakovsky, Andrei; R. Boulic and D. K. Pai
    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.
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    Directable Photorealistic Liquids
    (The Eurographics Association, 2004) Rasmussen, Nick; Enright, Doug; Nguyen, Duc; Marino, Sebastian; Sumner, Nigel; Geiger, Willi; Hoon, Samir; Fedkiw, Ron; R. Boulic and D. K. Pai
    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.
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    Animation of Reactive Gaseous Fluids through Chemical Kinetics
    (The Eurographics Association, 2004) Ihm, Insung; Kang, Byungkwon; Cha, Deukhyun; R. Boulic and D. K. Pai
    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.
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    Extended Galilean Invariance for Adaptive Fluid Simulation
    (The Eurographics Association, 2004) Shah, Maurya; Cohen, Jonathan M.; Patel, Sanjit; Lee, Penne; Pighin, Frédéric; R. Boulic and D. K. Pai
    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.
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    Modeling and Editing Flows Using Advected Radial Basis Functions
    (The Eurographics Association, 2004) Pighin, Frédéric; Cohen, Jonathan M.; Shah, Maurya; R. Boulic and D. K. Pai
    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.
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    Flow Tiles
    (The Eurographics Association, 2004) Chenney, Stephen; R. Boulic and D. K. Pai
    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.
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    Crowdbrush: Interactive Authoring of Real-time Crowd Scenes
    (The Eurographics Association, 2004) Ulicny, Branislav; Ciechomski, Pablo de Heras; Thalmann, Daniel; R. Boulic and D. K. Pai
    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.
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    Performance Timing for Keyframe Animation
    (The Eurographics Association, 2004) Terra, Silvio C. L.; Metoyer, Ronald A.; R. Boulic and D. K. Pai
    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.
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    Cartoon Textures
    (The Eurographics Association, 2004) Juan, Christina de; Bodenheimer, Bobby; R. Boulic and D. K. Pai
    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.
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    Motion Map: Image-based Retrieval and Segmentation of Motion Data
    (The Eurographics Association, 2004) Sakamoto, Yasuhiko; Kuriyama, Shigeru; Kaneko, Toyohisa; R. Boulic and D. K. Pai
    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.
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    Animal gaits from video
    (The Eurographics Association, 2004) Favreau, Laurent; Reveret, Lionel; Depraz, Christine; Cani, Marie-Paule; R. Boulic and D. K. Pai
    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.
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    Better with Bubbles: Enhancing the Visual Realism of Simulated Fluid
    (The Eurographics Association, 2004) Greenwood, Shannon T.; House, Donald H.; R. Boulic and D. K. Pai
    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.
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    Simulation Levels of Detail for Plant Motion
    (The Eurographics Association, 2004) Beaudoin, Jacob; Keyser, John; R. Boulic and D. K. Pai
    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.
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    A Hybrid Algorithm for Modeling Ice Formation
    (The Eurographics Association, 2004) Kim, Theodore; Henson, Michael; Lin, Ming C.; R. Boulic and D. K. Pai
    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.
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    Animation and Control of Breaking Waves
    (The Eurographics Association, 2004) Mihalef, Viorel; Metaxas, Dimitris; Sussman, Mark; R. Boulic and D. K. Pai
    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.
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    Synchronization for dynamic blending of motions
    (The Eurographics Association, 2004) Ménardais, Stéphane; Kulpa, Richard; Multon, Franck; Arnaldi, Bruno; R. Boulic and D. K. Pai
    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.
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    Computing the Duration of Motion Transitions: An Empirical Approach
    (The Eurographics Association, 2004) Wang, Jing; Bodenheimer, Bobby; R. Boulic and D. K. Pai
    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.
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    Real-time Speech Motion Synthesis from Recorded Motions
    (The Eurographics Association, 2004) Cao, Yong; Faloutsos, Petros; Kohler, Eddie; Pighin, Frédéric; R. Boulic and D. K. Pai
    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.
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    Modeling Deformable Human Hands from Medical Images
    (The Eurographics Association, 2004) Kurihara, Tsuneya; Miyata, Natsuki; R. Boulic and D. K. Pai
    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.
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    Image-Based Tomographic Reconstruction of Flames
    (The Eurographics Association, 2004) Ihrke, Ivo; Magnor, Marcus; R. Boulic and D. K. Pai
    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.