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Marionette Show Using Quadrotors
(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 ...
Comparing Traditional Key Frame and Hybrid Animation
(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 ...
Sketch-Based 3D Hair Posing by Contour Drawings
(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 ...
Coordinating Full-Body Interactions with the Environment
(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 ...
Motion Retargeting to Preserve Spatial Relationship between Skinned Characters
(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, ...
Volumetric Muscle Controller
(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. ...
Cubification and Animation of Artistic Shapes
(ACM, 2017)
This poster describes an original approach to creating static and dynamic sculptures in a cubist style.We propose a novel method for faceting and local distortion thus adding cubist features and generating time-variant ...
The Stretch-Engine: A Method for Adjusting the Exaggeration of Bipedal Characters Through Squash and Stretch
(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 ...
Online Compression of Rigid Body Simulations using Physics-Inspired Interpolation
(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 ...
Attachment-Based Character Deformation
(ACM, 2017)
While advancements have made it easier to work with digital characters, it remains difficult to author animations that display the free and highly expressive shape change that characterize hand-drawn animation.We present ...