Now showing items 43-62 of 481

    • A Bayesian Interactive Optimization Approach to Procedural Animation Design 

      Brochu, Eric; Brochu, Tyson; Freitas, Nando de (The Eurographics Association, 2010)
      eters. In many cases, the models are complex and the parameters unintuitive for non-experts. In this paper, we present an optimization method for setting parameters of a procedural fluid animation system by showing the ...
    • Behavior Planning for Character Animation 

      Lau, Manfred; Kuffner, James J. (The Eurographics Association, 2005)
      This paper explores a behavior planning approach to automatically generate realistic motions for animated characters. Motion clips are abstracted as high-level behaviors and associated with a behavior finite-state machine ...
    • Better with Bubbles: Enhancing the Visual Realism of Simulated Fluid 

      Greenwood, Shannon T.; House, Donald H. (The Eurographics Association, 2004)
      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 ...
    • Biomechanically-Inspired Motion Path Editing 

      Lockwood, Noah; Singh, Karan (The Eurographics Association, 2011)
      We present a system for interactive kinematic editing of motion paths and timing that employs various biomechanical observations to augment and restrict the edited motion. Realistic path manipulations are enforced by ...
    • Blowing in the Wind 

      Wei, Xiaoming; Zhao, Ye; Fan, Zhe; Li, Wei; Yoakum-Stover, Suzanne; Kaufman, Arie (The Eurographics Association, 2003)
      We present an approach for simulating the natural dynamics that emerge from the coupling of a flow field to lightweight, mildly deformable objects immersed within it. We model the flow field using a Lattice Boltzmann Model ...
    • BoLeRO: A Principled Technique for Including Bone Length Constraints in Motion Capture Occlusion Filling 

      Li, Lei; McCann, James; Pollard, Nancy; Faloutsos, Christos (The Eurographics Association, 2010)
      Given a motion capture sequence with occlusions, how can we recover the missing values, respecting bone-length constraints? Recent past work uses Linear Dynamical Systems (LDS), which work well, except for occasionally ...
    • Bounded Normal Trees for Reduced Deformations of Triangulated Surfaces 

      Schvartzman, Sara C.; Gascón, Jorge; Otaduy, Miguel A. (ACM SIGGRAPH / Eurographics Association, 2009)
      Several reduced deformation models in computer animation, such as linear blend skinning, point-based animation, embedding in finite element meshes, cage-based deformation, or subdivision surfaces, define surface vertex ...
    • Breathe Easy: Model and control of simulated respiration for animation 

      Zordan, Victor B.; Celly, Bhrigu; Chiu, Bill; DiLorenzo, Paul C. (The Eurographics Association, 2004)
      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, ...
    • BSwarm: Biologically-Plausible Dynamics Model of Insect Swarms 

      Wang, Xinjie; Ren, Jiaping; Jin, Xiaogang; Manocha, Dinesh (ACM Siggraph, 2015)
      We present a biologically plausible dynamics model to simulate swarms of flying insects. Our formulation, which is based on biological conclusions and experimental observations, is designed to simulate large insect swarms ...
    • Building and Animating User-Specific Volumetric Face Rigs 

      Ichim, Alexandru-Eugen; Kavan, Ladislav; Nimier-David, Merlin; Pauly, Mark (The Eurographics Association, 2016)
      Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as ...
    • Camera Motion Graphs 

      Sanokho, Cunka Bassirou; Desoche, Clement; Merabti, Billal; Li, Tsai-yen; Christie, Marc (The Eurographics Association, 2014)
      This paper presents Camera Motion Graphs, a technique to easily and efficiently generate cinematographic sequences in real-time dynamic 3D environments. A camera motion graph consists of (i) pieces of original camera ...
    • CANVAS: Computer-Assisted Narrative Animation Synthesis 

      Kapadia, Mubbasir; Frey, Seth; Shoulson, Alexander; Sumner, Robert W.; Gross, Markus (The Eurographics Association, 2016)
      Despite the maturity in solutions for animating expressive virtual characters, innovations realizing the creative intent of story writers have yet to make the same strides. The key challenge is to provide an accessible, ...
    • Capture and Synthesis of Insect Motion 

      Gibson, D. P.; Oziem, D. J.; Dalton, C. J.; Campbell, N. W. (The Eurographics Association, 2005)
      We present an integrated system that enables the capture and synthesis of 3D motions of small scale dynamic creatures, typically insects and arachnids, in order to drive computer generated models. The system consists of a ...
    • Cartoon Textures 

      Juan, Christina de; Bodenheimer, Bobby (The Eurographics Association, 2004)
      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 ...
    • ChaCra: An Interactive Design System for Rapid Character Crafting 

      Megaro, Vittorio; Thomaszewski, Bernhard; Gauge, Damien; Grinspun, Eitan; Coros, Stelian; Gross, Markus (The Eurographics Association, 2014)
      We propose an interactive design system for rapid crafting of planar mechanical characters. Our method combines the simplicity of sketch-based modeling with the ease of defining motion through extreme poses. In order to ...
    • Chimera Grids for Water Simulation 

      English, R. Elliot; Qiu, Linhai; Yu, Yue; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2013)
      We introduce a new method for large scale water simulation using Chimera grid embedding, which discretizes space with overlapping Cartesian grids that translate and rotate in order to decompose the domain into different ...
    • ClearPath: Highly Parallel Collision Avoidance for Multi-Agent Simulation 

      Guyy, Stephen. J.; Chhugani, Jatin; Kim, Changkyu; Satish, Nadathur; Lin, Ming; Manocha, Dinesh; Dubey, Pradeep (ACM SIGGRAPH / Eurographics Association, 2009)
      We present a new local collision avoidance algorithm between multiple agents for real-time simulations. Our approach extends the notion of velocity obstacles from robotics and formulates the conditions for collision free ...
    • Cloning Crowd Motions 

      Li, Yi; Christie, Marc; Siret, Orianne; Kulpa, Richard; Pettré, Julien (The Eurographics Association, 2012)
      This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large crowds from existing examples of motions of groups of characters by applying an enhanced copy and paste technique on them. ...
    • Collision Between Deformable Objects Using Fast-Marching on Tetrahedral Models 

      Marchal, Damien; Aubert, Fabrice; Chaillou, Christophe (The Eurographics Association, 2004)
      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. ...
    • Combining Marker-based Mocap and RGB-D Camera for Acquiring High-fidelity Hand Motion Data 

      Zhao, Wenping; Chai, Jinxiang; Xu, Ying-Qing (The Eurographics Association, 2012)
      Motion capture data has been pivotal to the success of creating realistic animation for human characters. There are a number of public full-body motion databases available, but large and heterogeneous databases for hand ...