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  • Untangling Layered Garments: An Implicit Approach 

    Buffet, Thomas; Rohmer, Damien; Cani, Marie-Paule (The Eurographics Association, 2018)
    The efficient animation of layers of garments is a challenging task, as it requires handling collisions and contacts between multiple thin surfaces, which may be difficult to untangle once inter-penetrations have occurred. ...
  • Viewpoint Selection for Liquid Animations 

    Suzuki, Chihiro; Kanai, Takashi (The Eurographics Association, 2018)
    We propose a viewpoint selection method for time-varying liquid shapes in order to select the best viewpoint for liquid animations. First, viewpoint evaluation is performed by a combination of three evaluation terms; ...
  • VR Kino+Theatre: From the Ancient Greeks Into the Future of Media 

    Velho, Luiz; Carvalho, Leonardo; Lucio, Djalma (The Eurographics Association, 2018)
    VR Kino+Theatre is a media platform that combines theatrical performance with live cinema using virtual reality technology.
  • Local Models for Data Driven Inverse Kinematics of Soft Robots 

    Holsten, Fredrik; Darkner, Sune; Engell-Nørregård, Morten P.; Erleben, Kenny (The Eurographics Association, 2018)
    Soft robots are attractive because they have the potential of being safer, faster and cheaper than traditional rigid robots. If we can predict the shape of a soft robot for a given set of control parameters, then we can ...
  • Dilated Temporal Fully-Convolutional Network for Semantic Segmentation of Motion Capture Data 

    Noshaba, Cheema; Hosseini, Somayeh; Sprenger, Janis; Herrmann, Erik; Du, Han; Fischer, Klaus; Slusallek, Philipp (The Eurographics Association, 2018)
    Semantic segmentation of motion capture sequences plays a key part in many data-driven motion synthesis frameworks. It is a preprocessing step in which long recordings of motion capture sequences are partitioned into smaller ...
  • Latent Motion Manifold with Sequential Auto-Encoders 

    Jang, Deok-Kyeong; Lee, Sung-Hee (The Eurographics Association, 2018)
    We propose the sequential autoencoders for constructing latent motion manifold. Sequential autoencoders minimize the difference between the ground truth motion space distribution and reconstructed motion space distribution ...
  • Capturing Floor Exercise from Multiple Panning-Zooming Cameras 

    Kobayashi, D.; Yamamoto, Masanobu (The Eurographics Association, 2018)
    By panning and zooming camera, a system of the multiple cameras can obtain wider range of common field of views. It means that an image based motion capture system can measure bodies in motion of wider range. To do so, a ...
  • Volumetric Muscle Controller 

    Lee, Seunghwan; Mitchell, Nathan; Aanjaneya, Mridul; Sifakis, Eftychios; Lee, Jehee (ACM, 2017)
    We describe a controller with a fully integrated musculoskeletal model actuated by more than a hundred muscles. Inspired by a QP-based control algorithm, we improved the algorithm to control the volumetric muscles directly. ...
  • Understanding Spatial Perception and Visual Modes in the Review of Architectural Designs 

    Usman, Muhammad; Haworth, Brandon; Berseth, Glen; Kapadia, Mubbasir; Faloutsos, Petros (ACM, 2017)
    We investigate how a person's perception of space in di erent visual modes relates to common computational spatial measures for environment designs. The three spatial measures, grounded in Space-Syntax analysis, are used ...
  • Sketch-Based 3D Hair Posing by Contour Drawings 

    Seki, Shogo; Igarashi, Takeo (ACM, 2017)
    We propose a sketch-based method for posing a three-dimensional (3D) hair model that enables artists to create attractive hairstyles more easily and intuitively. The system takes partial contour drawings of a preferred ...
  • The Stretch-Engine: A Method for Adjusting the Exaggeration of Bipedal Characters Through Squash and Stretch 

    Ibrahim, Zaid H. (ACM, 2017)
    This paper describes a new method to control changes in a character's form during exaggeration, through squash and stretch (SS). The Stretch-Engine is the result of this method, designed to be integrated into an existing ...
  • Regression-Based Locating Landmark on Dynamic Humans 

    Jang, Deok-Kyeong; Lee, Sung-Hee (ACM, 2017)
    We present a novel framework that consists of two-level regressors for finding correlations between human shapes and landmark positions in both body part and holistic scales. To this end, we first develop pose invariant ...
  • Online Compression of Rigid Body Simulations using Physics-Inspired Interpolation 

    Jeruzalski, Timothy; Fiume, Eugene; Jacobson, Alec; Levin, David I.W. (ACM, 2017)
    Methods to compress simulation data are invaluable as they facilitate efficient transmission along the visual effects pipeline, fast and efficient replay of simulations for visualization and enable storage of scientific ...
  • Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation 

    Weiss, Tomer; Litteneker, Alan; Jiang, Chenfanfu; Terzopoulos, Demetri (ACM, 2017)
    Exploiting the e ciency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed ...
  • Marionette Show Using Quadrotors 

    Kim, Yongsung; Choi, Myung Geol; Lee, Jehee (ACM, 2017)
    A marionett?e show is a play with the puppet controlled from above using wires by human. One ends of the wires are connected on di?erent joints of the marione?e, and the other ends are tied on a control stick. ?e marione?ist ...
  • Motion Retargeting to Preserve Spatial Relationship between Skinned Characters 

    Jin, Taeil; Kim, Meekyung; Lee, Sung-Hee (ACM, 2017)
    Applying motion capture data for multi-person interaction to virtual characters is challenging because one needs to preserve interaction semantics in addition to satisfying the general requirements for motion retargeting, ...
  • Human Grasping Interaction Capture and Analysis 

    Verider, Benjamin; Andrews, Sheldon; Kry, Paul G. (ACM, 2017)
    We design a system to capture, clean, and segment a high quality database of hand based grasping and manipulation. We capture interactions with a large collection of everyday objects. Optical marker-based motion capture ...
  • Comparing Traditional Key Frame and Hybrid Animation 

    Ahlström, Eric; Holmqvist, Lucas; Goswami, Prashant (ACM, 2017)
    In this research the authors explore a hybrid approach which uses the basic concept of key frame animation together with procedural animation to reduce the number of key frames needed for an animation clip. The two approaches ...
  • Coordinating Full-Body Interactions with the Environment 

    Juarez-Perez, Alain; Kallmann, Marcelo (ACM, 2017)
    We present a methodology for synthesizing coordinated full-body motions in order to achieve autonomous virtual characters capable of interacting with the environment while walking. Starting with a parameterized walking ...

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