Browsing SCA: Eurographics/SIGGRAPH Symposium on Computer Animation by Title
Now showing items 249-268 of 481
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Large-Scale Finite State Game Engines
(The Eurographics Association, 2016)This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to ... -
Layered Dynamic Control for Interactive Character Swimming
(The Eurographics Association, 2004)This paper proposes a layered strategy for controlling character motion in a dynamically varying environment. We illustrate this approach in the context of a physically simulated human swimmer. The swimmer attempts to ... -
Learning a Correlated Model of Identity and Pose-Dependent Body Shape Variation for Real-Time Synthesis
(The Eurographics Association, 2006)We present a method for learning a model of human body shape variation from a corpus of 3D range scans. Our model is the first to capture both identity-dependent and pose-dependent shape variation in a correlated fashion, ... -
Learning an Inverse Rig Mapping for Character Animation
(ACM Siggraph, 2015)We propose a general, real-time solution to the inversion of the rig function - the function which maps animation data from a character's rig to its skeleton. Animators design character movements in the space of an animation ... -
Learning Controls for Blend Shape Based Realistic Facial Animation
(The Eurographics Association, 2003)Blend shape animation is the method of choice for keyframe facial animation: a set of blend shapes (key facial expressions) are used to define a linear space of facial expressions. However, in order to capture a significant ... -
Learning Locomotion Skills Using DeepRL: Does the Choice of Action Space Matter?
(ACM, 2017)The use of deep reinforcement learning allows for high-dimensional state descriptors, but little is known about how the choice of action representation impacts learning and the resulting performance. We compare the impact ... -
Learning Motion Controllers with Adaptive Depth Perception
(The Eurographics Association, 2012)We present a novel approach to real-time character animation that allows a character to move autonomously based on vision input. By allowing the character to ''see'' the environment directly using depth perception, we can ... -
Learning Reduced-Order Feedback Policies for Motion Skills
(ACM Siggraph, 2015)We introduce a method for learning low-dimensional linear feedback strategies for the control of physics-based animated characters around a given reference trajectory. This allows for learned low-dimensional state abstractions ... -
Legendre Fluids: A Unified Framework for Analytic Reduced Space Modeling and Rendering of Participating Media
(The Eurographics Association, 2007)In this paper, we present a unified framework for reduced space modeling and rendering of dynamic and non- homogenous participating media, like snow, smoke, dust and fog. The key idea is to represent the 3D spatial variation ... -
A Level Set Method for Ductile Fracture
(ACM SIGGRAPH / Eurographics Association, 2013)We utilize the shape derivative of the classical Griffith's energy in a level set method for the simulation of dynamic ductile fracture. The level set is defined in the undeformed configuration of the object, and its ... -
A Level-set Method for Skinning Animated Particle Data
(The Eurographics Association, 2011)In this paper, we present a straightforward, easy to implement method for particle skinning-generating surfaces from animated particle data. We cast the problem in terms of constrained optimization and solve the optimization ... -
Leveraging the Talent of Hand Animators to Create Three-Dimensional Animation
(ACM SIGGRAPH / Eurographics Association, 2009)The skills required to create compelling three-dimensional animation using computer software are quite different from those required to create compelling hand animation with pencil and paper. The three-dimensional medium ... -
Lifted Curls: A Model for Tightly Coiled Hair Simulation
(ACM Association for Computing Machinery, 2023)We present an isotropic, hyperelastic model specifically designed for the efficient simulation of tightly coiled hairs whose curl radii approach 5 mm. Our model is robust to large bends and torsions, even when they appear ... -
A Linear and Angular Momentum Conserving Hybrid Particle/Grid Iteration for Volumetric Elastic Contact
(ACM Association for Computing Machinery, 2023)We present a momentum conserving hybrid particle/grid iteration for resolving volumetric elastic collision. Our hybrid method uses implicit time stepping with a Lagrangian finite element discretization of the volumetric ... -
Linear-Time Dynamics for Multibody Systems with General Joint Models
(The Eurographics Association, 2010)Most current linear-time forward dynamics algorithms support only simple types of joints due to difficulties in computing derivatives of joint transformations up to order two.We apply the D* symbolic differentiation algorithm ... -
Linear-Time Smoke Animation with Vortex Sheet Meshes
(The Eurographics Association, 2012)We present the first quality physics-based smoke animation method which runs in time approximately linear in the size of the rendered two-dimensional visual detail. Our fundamental representation is a closed triangle mesh ... -
Liquid Simulation on Lattice-Based Tetrahedral Meshes
(The Eurographics Association, 2007)We describe a method for animating incompressible liquids with detailed free surfaces. For each time step, semi- Lagrangian contouring computes a new fluid boundary (represented as a fine surface triangulation) from the ... -
Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games
(The Eurographics Association, 2012)Inextensibility is one of the most fundamental properties of cloth. Existing approaches to handle inextensibility often require solving global non-linear systems and remain computationally expensive for computer game uses. ... -
Long Range Constraints for Rigid Body Simulations
(ACM, 2017)The two main constraints used in rigid body simulations are contacts and joints. Both constrain the motion of a small number of bodies in close proximity. However, it is often the case that a series of constraints restrict ... -
Low Viscosity Flow Simulations for Animation
(The Eurographics Association, 2008)We present a combination of techniques to simulate turbulent fluid flows in 3D. Flow in a complex domain is modeled using a regular rectilinear grid with a finite-difference solution to the incompressible Navier-Stokes ...