Zurich, Switzerland | July 2016
Full Papers

Posters
Efficient Storyboarding in 3D Game Engines
Alexandros Gouvatsos, Zhidong Xiao, Keith Pang, Neil Marsden, Danny Van der Ark, Jerry Hibbert, and Jian J. Zhang
Creating a Realistic Face Image from a Cartoon Character
Masanori Nakamura, Shugo Yamaguchi, Tsukasa Fukusato, and Shigeo Morishima
Sketch-Based Per-Frame Inverse Kinematics
Mentar Mahmudi, Pawan Harish, Benoît Le Callennec, and Ronan Boulic
Data-driven Finger Motion Synthesis with Interactions
Moshe Bitan, Sophie Jörg, and Sarit Kraus
A Choreographic Authoring System for Character Dance Animation Reflecting a User's Preference
Ryo Kakitsuka, Kosetsu Tsukuda, Satoru Fukayama, Naoya Iwamoto, Masataka Goto, and Shigeo Morishima
Friction Sound Synthesis of Deformable Objects based on Adhesion Theory
Takayuki Nakatsuka and Shigeo Morishima

Recent Submissions

  • Friction Sound Synthesis of Deformable Objects based on Adhesion Theory 

    Nakatsuka, Takayuki; Morishima, Shigeo (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 

    Kakitsuka, Ryo; Tsukuda, Kosetsu; Fukayama, Satoru; Iwamoto, Naoya; Goto, Masataka; Morishima, Shigeo (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 ...
  • Sketch-Based Per-Frame Inverse Kinematics 

    Mahmudi, Mentar; Harish, Pawan; Callennec, Benoît Le; Boulic, Ronan (The Eurographics Association, 2016)
    We present a method that uses a sketch-based interface in conjunction with a parallelized per-frame inverse kinematics (Parallel- PFIK) method for the purpose of motion editing. The artist creates and edits 3D constraints ...
  • Data-driven Finger Motion Synthesis with Interactions 

    Bitan, Moshe; Jörg, Sophie; Kraus, Sarit (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 ...
  • Creating a Realistic Face Image from a Cartoon Character 

    Nakamura, Masanori; Yamaguchi, Shugo; Fukusato, Tsukasa; Morishima, Shigeo (The Eurographics Association, 2016)
    We propose a method of creating a realistic face image from a 2D non-realistic character such as a cartoon. Our system allows us to create a high quality face image that is applicable for some application such as 3D character ...
  • Efficient Storyboarding in 3D Game Engines 

    Gouvatsos, Alexandros; Xiao, Zhidong; Pang, Keith; Marsden, Neil; Ark, Danny Van der; Hibbert, Jerry; Zhang, Jian J. (The Eurographics Association, 2016)
    Getting an accurate match between initial storyboards and the 3D layout is difficult, given today's reality of multi-site productions. While big studios have the luxury of re-iterating over the 3D layout of a shot, smaller ...
  • SCA 2016 Posters: Frontmatter 

    Jan Bender (Eurographics Association, 2016)