Now showing items 372-391 of 481

    • Re-using Traditional Animation: Methods for Semi-Automatic Segmentation and Inbetweening 

      Juan, Christina N. de; Bodenheimer, Bobby (The Eurographics Association, 2006)
      A large body of traditional animation exists that contains characters with poses, expressions, and appeal not easily achievable with modern 3D techniques. To create new uses for this body of animation, this paper presents ...
    • A Real-time Cinematography System for Interactive 3D Environments 

      Lino, Christophe; Christie, Marc; Lamarche, Fabrice; Schofield, Guy; Olivier, Patrick (The Eurographics Association, 2010)
      Developers of interactive 3D applications, such as computer games, are expending increasing levels of effort on the challenge of creating more narrative experiences in virtual worlds. As a result, there is a pressing ...
    • Real-Time Classification of Dance Gesturesfrom Skeleton Animation 

      Raptis, Michalis; Kirovski, Darko; Hoppe, Hugues (The Eurographics Association, 2011)
      We present a real-time gesture classification system for skeletal wireframe motion. Its key components include an angular representation of the skeleton designed for recognition robustness under noisy input, a cascaded ...
    • A Real-Time Cloud Modeling, Rendering, and Animation System 

      Schpok, Joshua; Simons, Joseph; Ebert, David S.; Hansen, Charles (The Eurographics Association, 2003)
      Modeling and animating complex volumetric natural phenomena, such as clouds, is a difficult task. Most systems are difficult to use, require adjustment of numerous, complex parameters, and are non-interactive. Therefore, ...
    • Real-Time Deformation and Fracture in a Game Environment 

      Parker, Eric G.; O'Brien, James F. (ACM SIGGRAPH / Eurographics Association, 2009)
      This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this ...
    • Real-Time Dynamic Wrinkling of Coarse Animated Cloth 

      Gillette, Russell; Peters, Craig; Vining, Nicholas; Edwards, Essex; Sheffer, Alla (ACM Siggraph, 2015)
      Dynamic folds and wrinkles are an important visual cue for creating believably dressed characters in virtual environments. Adding these fine details to real-time cloth visualization is challenging, as the low-quality cloth ...
    • Real-Time Example-Based Elastic Deformation 

      Koyama, Yuki; Takayama, Kenshi; Umetani, Nobuyuki; Igarashi, Takeo (The Eurographics Association, 2012)
      We present an example-based elastic deformation method that runs in real time. Example-based elastic deformation was originally presented by Martin et al. [MTGG11], where an artist can intuitively control elastic material ...
    • Real-time Facial Animation from Live Video Tracking 

      Rhee, Taehyun; Hwang, Youngkyoo; Kim, James Dokyoon; Kim, Changyeong (The Eurographics Association, 2011)
      This paper describes a complete pipe-line of a practical system for producing real-time facial expressions of a 3D virtual avatar controlled by an actor's live performances. The system handles practical challenges arising ...
    • Real-Time Planning for Parameterized Human Motion 

      Lo, Wan-Yen; Zwicker, Matthias (The Eurographics Association, 2008)
      We present a novel approach to learn motion controllers for real-time character animation based on motion capture data. We employ a tree-based regression algorithm for reinforcement learning, which enables us to generate ...
    • Real-time Simulation of Large Bodies of Water with Small Scale Details 

      Chentanez, Nuttapong; Mueller, Matthias (The Eurographics Association, 2010)
      We present a hybrid water simulation method that combines grid based and particles based approaches. Our specialized shallow water solver can handle arbitrary underlying terrain slopes, arbitrary water depth and supports ...
    • Real-time Simulation of Large Elasto-Plastic Deformation with Shape Matching 

      Chentanez, Nuttapong; Müller, Matthias; Macklin, Miles (The Eurographics Association, 2016)
      Shape matching is a popular method for simulating deformable objects in real time as it is fast and stable at large time steps. Although shape matching can simulate large elastic deformation and ductile fracturing, until ...
    • Real-time Simulations of Bubbles and Foam within a ShallowWater Framework 

      Thuerey, N.; Sadlo, F.; Schirm, S.; Mueller-Fischer, M.; Gross, M. (The Eurographics Association, 2007)
      Bubbles and foam are important fluid phenomena on scales that we encounter in our lives every day. While different techniques to handle these effects were developed in the past years, they require a full 3D fluid solver ...
    • Real-Time Sound Synthesis for Paper Material Based on Geometric Analysis 

      Schreck, Camille; Rohmer, Damien; James, Doug L.; Hahmann, Stefanie; Cani, Marie-Paule (The Eurographics Association, 2016)
      In this article, we present the first method to generate plausible sounds while animating crumpling virtual paper in real time. Our method handles shape-dependent friction and crumpling sounds which typically occur when ...
    • Real-time Speech Motion Synthesis from Recorded Motions 

      Cao, Yong; Faloutsos, Petros; Kohler, Eddie; Pighin, Frédéric (The Eurographics Association, 2004)
      Data-driven approaches have been successfully used for realistic visual speech synthesis. However, little effort has been devoted to real-time lip-synching for interactive applications. In particular, algorithms that are ...
    • Reconstructing Surfaces of Particle-Based Fluids Using Anisotropic Kernels 

      Yu, Jihun; Turk, Greg (The Eurographics Association, 2010)
      In this paper we present a novel surface reconstruction method for particle-based fluid simulators such as Smoothed Particle Hydrodynamics. In particle-based simulations, fluid surfaces are usually defined as a level set ...
    • Recovering Geometric Information with Learned Texture Perturbations 

      Wu, Jane; Jin, Yongxu; Geng, Zhenglin; Zhou, Hui; Fedkiw, Ronald (ACM, 2021)
      Regularization is used to avoid overfitting when training a neural network; unfortunately, this reduces the attainable level of detail hindering the ability to capture high-frequency information present in the training ...
    • Relationship Descriptors for Interactive Motion Adaptation 

      Al-Asqhar, Rami Ali; Komura, Taku; Choi, Myung Geol (ACM SIGGRAPH / Eurographics Association, 2013)
      This paper presents an interactive motion adaptation scheme for close interactions between skeletal characters and mesh structures, such as moving through restricted environments, and manipulating objects. This is achieved ...
    • Repurposing Hand Animation for Interactive Applications 

      Bailey, Stephen W.; Watt, Martin; O'Brien, James F. (The Eurographics Association, 2016)
      In this paper we describe a method for automatically animating interactive characters based on an existing corpus of key-framed hand-animation. The method learns separate low-dimensional embeddings for subsets of the ...
    • Resampling Adaptive Cloth Simulations onto Fixed-Topology Meshes 

      Brown, George; Samii, Armin; O'Brien, James F.; Narain, Rahul (ACM Siggraph, 2015)
      We describe a method for converting an adaptively remeshed simulation of cloth into an animated mesh with fixed topology. The topology of the mesh may be specified by the user or computed automatically. In the latter case, ...
    • Rigid Body Contact Problems using Proximal Operators 

      Erleben, Kenny (ACM, 2017)
      Iterative methods are popular for solving contact force problems in rigid body dynamics. They are loved for their robustness and surrounded by mystery as to whether they converge or not. We provide a mathematical foundation ...