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Now showing items 21-30 of 38
Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation
(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 ...
Friction Sound Synthesis of Deformable Objects based on Adhesion Theory
(The Eurographics Association, 2016)
Friction sound is one of the closest sounds for us in any situations. Most of those sounds are created by Foley artists in computer animations. However, synthesizing sounds in all scenes need technical skills and take high ...
A Choreographic Authoring System for Character Dance Animation Reflecting a User's Preference
(The Eurographics Association, 2016)
We propose a new system for constructing character dance animation by considering animator's preferences. First, a user of the proposed system assigns a preferred motion, obtained through a searching algorithm, to arbitrary ...
Data-driven Finger Motion Synthesis with Interactions
(The Eurographics Association, 2016)
The film and video-game industries' rapidly increasing demand for realistic virtual characters is pushing for the development of fast and efficient character animation techniques. The use of motion capture has become an ...
SCA 2016 Posters: Frontmatter
(Eurographics Association, 2016)
Fast Eulerian Fluid Simulation In Games Using Poisson Filters
(The Eurographics Association, 2020)
We present separable Poisson filters to accelerate the projection step in Eulerian fluid simulation. These filters are analytically computed offline and are easy to integrate into any fluid algorithm with a Poisson pressure ...
Contact and Human Dynamics from Monocular Video
(The Eurographics Association, 2020)
Existing methods for human motion from video predict 2D and 3D poses that are approximately accurate, but contain visible errors that violate physical constraints, such as feet penetrating the ground and bodies leaning at ...
WeightShift: Accelerating Animation at Framestore with Physics
(The Eurographics Association, 2020)
Framestore and WeightShift created a full-body physics simulation to deliver art-directed shots in highly dynamic scenarios in several days instead of several weeks. Our technique combines ragdoll simulation and keyframe ...
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 ...
Regression-Based Locating Landmark on Dynamic Humans
(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 ...