Now showing items 462-481 of 481

    • A Unified Analysis of Penalty-Based Collision Energies 

      Shi, Alvin; Kim, Theodore (ACM Association for Computing Machinery, 2023)
      We analyze a wide class of penalty energies used for contact response through the lens of a reduced frame. Applying our analysis to both spring-based and barrier-based energies, we show that we can obtain closedform, ...
    • Unsupervised Learning for Speech Motion Editing 

      Cao, Yong; Faloutsos, Petros; Pighin, Frédéric (The Eurographics Association, 2003)
      We present a new method for editing speech related facial motions. Our method uses an unsupervised learning technique, Independent Component Analysis (ICA), to extract a set of meaningful parameters without any annotation ...
    • Velocity-Based Modeling of Physical Interactions in Multi-Agent Simulations 

      Kim, Sujeong; Guy, Stephen J.; Manocha, Dinesh (ACM SIGGRAPH / Eurographics Association, 2013)
      We present an interactive algorithm to model physics-based interactions in multi-agent simulations. Our approach is capable of modeling both physical forces and interactions between agents and obstacles, while allowing the ...
    • Versatile Interactions at Interfaces for SPH-Based Simulations 

      Yang, Tao; Lin, Ming C.; Martin, Ralph R.; Chang, Jian; Hu, Shi-Min (The Eurographics Association, 2016)
      The realistic capture of various interactions at interfaces is a challenging problem for SPH-based simulation. Previous works have mainly considered a single type of interaction, while real-world phenomena typically exhibit ...
    • Video-Based Character Animation 

      Starck, J.; Miller, G.; Hilton, A. (The Eurographics Association, 2005)
      In this paper we introduce a video-based representation for free viewpoint visualization and motion control of 3D character models created from multiple view video sequences of real people. Previous approaches to videobased ...
    • View-Dependent Adaptive Cloth Simulation 

      Koh, Woojong; Narain, Rahul; O'Brien, James F. (The Eurographics Association, 2014)
      This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account ...
    • View-Dependent Control of Elastic Rod Simulation for 3D Character Animation 

      Koyama, Yuki; Igarashiy, Takeo (ACM SIGGRAPH / Eurographics Association, 2013)
      This paper presents view-dependent control of elastic rod simulation for 3D character animation. Elastic rod simulation is often used in character animation to generate motion of passively deforming body parts such as hair, ...
    • Virtual Character Performance From Speech 

      Marsella, Stacy; Xu, Yuyu; Lhommet, Margaux; Feng, Andrew; Scherer, Stefan; Shapirok, Ari (ACM SIGGRAPH / Eurographics Association, 2013)
      We demonstrate a method for generating a 3D virtual character performance from the audio signal by inferring the acoustic and semantic properties of the utterance. Through a prosodic analysis of the acoustic signal, we ...
    • Visibility Transition Planning for Dynamic Camera Control 

      Oskam, Thomas; Sumner, Robert W.; Thuerey, Nils; Gross, Markus (ACM SIGGRAPH / Eurographics Association, 2009)
      We present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into ...
    • Vision-based Control of 3D Facial Animation 

      Chai, Jin-xiang; Xiao, Jing; Hodgins, Jessica (The Eurographics Association, 2003)
      Controlling and animating the facial expression of a computer-generated 3D character is a difficult problem because the face has many degrees of freedom while most available input devices have few. In this paper, we show ...
    • Visual Simulation of Ice Crystal Growth 

      Kim, Theodore; Lin, Ming C. (The Eurographics Association, 2003)
      The beautiful, branching structure of ice is one of the most striking visual phenomena of the winter landscape. Yet there is little study about modeling this effect in computer graphics. In this paper, we present a novel ...
    • Visual Simulation of Shockwaves 

      Sewall, Jason; Galoppo, Nico; Tsankov, Georgi; Lin, Ming (The Eurographics Association, 2008)
      We present an efficient method for visual simulations of shock phenomena in compressible, inviscid fluids. Our algorithm is derived from one class of the finite volume method especially designed for capturing shock ...
    • Visual Simulation of Soil-Structure Destruction with Seepage Flows 

      Wang, Xu; Fujisawa, Makoto; Mikawa, Masahiko (ACM, 2021)
      This paper introduces a method for simulating soil-structure coupling with water, which involves a series of visual effects, including wet granular materials, seepage flows, capillary action between grains, and dam breaking ...
    • Volume Preserving Simulation of Soft Tissue with Skin 

      Sheen, Seung Heon; Larionov, Egor; Pai, Dinesh K. (ACM, 2021)
      Simulation of human soft tissues in contact with their environment is essential in many fields, including visual effects and apparel design. Biological tissues are nearly incompressible. However, standard methods employ ...
    • Vortex Fluid for Gaseous Phenomena 

      Park, Sang Il; Kim, Myoung Jun (The Eurographics Association, 2005)
      In this paper, we present a method for visual simulation of gaseous phenomena based on the vortex method. This method uses a localized vortex flow as a basic building block and combines those blocks to describe a whole ...
    • "Walk to here": A Voice Driven Animation System 

      Wang, Zhijin; Panne, Michiel van de (The Eurographics Association, 2006)
      We present a novel interface for directing the actions of computer animated characters and camera movements. Our system takes spoken input in combination with mouse pointing to generate desired character animation based ...
    • Wavelet Compression of Parametrically Coherent Mesh Sequences 

      Guskov, Igor; Khodakovsky, Andrei (The Eurographics Association, 2004)
      We introduce an efficient compression method for animated sequences of irregular meshes of the same connectivity. Our approach is to transform the original input meshes with an anisotropic wavelet transform running on top ...
    • Weakly compressible SPH for free surface flows 

      Becker, Markus; Teschner, Matthias (The Eurographics Association, 2007)
      We present a weakly compressible form of the Smoothed Particle Hydrodynamics method (SPH) for fluid flow based on the Tait equation. In contrast to commonly employed projection approaches that strictly enforce incompress- ...
    • Wrinkle Meshes 

      Müller, Matthias; Chentanez, Nuttapong (The Eurographics Association, 2010)
      We present a simple and fast method to add wrinkles to dynamic meshes such as simulated cloth or the skin of an animated character. To get the desired surface details, we attach a higher resolution wrinkle mesh to the ...
    • XFluids in Deforming Meshes 

      Feldman, Bryan E.; O Brien, James F.; Klingner, Bryan M.; Goktekin, Tolga G. (The Eurographics Association, 2005)
      This paper describes a simple modification to an Eulerian fluid simulation that permits the underlying mesh to deform independent of the simulated fluid s motion. The modification consists of a straightforward adaptation ...