Now showing items 249-268 of 481

    • Large-Scale Finite State Game Engines 

      Stanton, Matt; Geddert, Sascha; Blumer, Adrian; Hormis, Paul; Nealen, Andy; Cooper, Seth; Treuille, Adrien (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 

      Yang, Po-Feng; Laszlo, Joe; Singh, Karan (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 

      Allen, Brett; Curless, Brian; Popovic, Zoran; Hertzmann, Aaron (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 

      Holden, Daniel; Saito, Jun; Komura, Taku (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 

      Joshi, Pushkar; Tien, Wen C.; Desbrun, Mathieu; Pighin, Frédéric (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? 

      Peng, Xue Bin; Panne, Michiel van de (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 

      Lo, Wan-Yen; Knaus, Claude; Zwicker, Matthias (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 

      Ding, Kai; Liu, Libin; Panne, Michiel van de; Yin, KangKang (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 

      Gupta, Mohit; Narasimhan, Srinivasa G. (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 

      Hegemann, Jan; Jiang, Chenfanfu; Schroeder, Craig; Teran, Joseph M. (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 

      Bhatacharya, Haimasree; Gao, Yue; Bargteil, Adam (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 

      Jain, Eakta; Sheikh, Yaser; Hodgins, Jessica (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 

      Shi, Alvin; Wu, Haomiao; Parr, Jarred; Darke, A.M.; Kim, Theodore (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 

      Razon, Alan Marquez; Chen, Yizhou; Yushan, Han; Gagniere, Steven; Tupek, Michael; Teran, Joseph (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 

      Si, Weiguang; Guenter, Brian (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 

      Brochu, Tyson; Keeler, Todd; Bridson, Robert (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 

      Chentanez, Nuttapong; Feldman, Bryan E.; Labelle, François; O Brien, James F.; Shewchuk, Jonathan R. (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 

      Kim, Tae-Yong; Chentanez, Nuttapong; Müller-Fischer, Matthias (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 

      Müller, Matthias; Chentanez, Nuttapong; Macklin, Miles; Jeschke, Stefan (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 

      Molemaker, Jeroen; Cohen, Jonathan M.; Patel, Sanjit; Noh, Jonyong (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 ...