Now showing items 1-20 of 439

    • A 2-Stages Locomotion Planner for Digital Actors 

      Pettré, Julien; Laumond, Jean-Paul; Siméon, Thierry (The Eurographics Association, 2003)
      This paper presents a solution to the locomotion planning problem for digital actors. The solution is based both on probabilistic motion planning and on motion capture blending and warping. The paper describes the various ...
    • Accurate Simulation of Wound Healing and Skin Deformation 

      Feess, Stefan; Kurfiss, Kathrin; Fedkiw, Ronald P.; Michels, Dominik L. (The Eurographics Association, 2016)
      We devise a method for the accurate simulation of wound healing and skin deformation. This is based on adequate formulations modeling the underlying biological processes. Cell movements and proliferation are described by ...
    • Accurate Surface Embedding for Higher Order Finite Elements 

      Suwelack, Stefan; Lukarski, Dimitar; Heuveline, Vincent; Dillmann, Rüdiger; Speidel, Stefanie (ACM SIGGRAPH / Eurographics Association, 2013)
      In this paper we present a novel approach to efficiently simulate the deformation of highly detailed meshes using higher order finite elements (FE). An efficient algorithm based on non-linear optimization is proposed in ...
    • Accurate Tangential Velocities For Solid Fluid Coupling 

      Robinson-Mosher, Avi; English, R. Elliot; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2009)
      We propose a novel method for obtaining more accurate tangential velocities for solid fluid coupling. Our method works for both rigid and deformable objects as well as both volumetric objects and thin shells. The fluid can ...
    • Accurate Viscous Free Surfaces for Buckling, Coiling, and Rotating Liquids 

      Batty, Christopher; Bridson, Robert (The Eurographics Association, 2008)
      We present a fully implicit Eulerian technique for simulating free surface viscous liquids which eliminates artifacts in previous approaches, efficiently supports variable viscosity, and allows the simulation of more ...
    • Achieving Good Connectivity in Motion Graphs 

      Zhao, Liming; Safonova, Alla (The Eurographics Association, 2008)
      Motion graphs provide users with a simple yet powerful way to synthesize human motions. While motion graphbased synthesis has been widely successful, the quality of the generatedmotion depends largely on the connectivity ...
    • Action Capture with Accelerometers 

      Slyper, Ronit; Hodgins, Jessica (The Eurographics Association, 2008)
      We create a performance animation system that leverages the power of low-cost accelerometers, readily available motion capture databases, and construction techniques from e-textiles. Our system, built with only off-theshelf ...
    • Adapted Unstructured LBM for Flow Simulation on Curved Surfaces 

      Fan, Z.; Zhao, Y.; Kaufman, A.; He, Y. (The Eurographics Association, 2005)
      Flow motion on curved surfaces of arbitrary topology is an interesting visual effect but a complex dynamics to simulate. In this paper, we introduce a novel and effective way to model such dynamics. We propose a technique ...
    • Adaptive Deformations with Fast Tight Bounds 

      Otaduy, Miguel A.; Germann, Daniel; Redon, Stephane; Gross, Markus (The Eurographics Association, 2007)
      Simulation of deformations and collision detection are two highly intertwined problems that are often treated sepa- rately. This is especially true in existing elegant adaptive simulation techniques, where standard collision ...
    • Adaptive Tetrahedral Meshes for Brittle Fracture Simulation 

      Koschier, Dan; Lipponer, Sebastian; Bender, Jan (The Eurographics Association, 2014)
      We present a method for the adaptive simulation of brittle fracture of solid objects based on a novel reversible tetrahedral mesh refinement scheme. The refinement scheme preserves the quality of the input mesh to a large ...
    • An Adaptive Virtual Node Algorithm with Robust Mesh Cutting 

      Wang, Yuting; Jiang, Chenfanfu; Schroeder, Craig; Teran, Joseph (The Eurographics Association, 2014)
      We present a novel virtual node algorithm (VNA) for changing tetrahedron mesh topology to represent arbitrary cutting triangulated surfaces. Our approach addresses a number of shortcomings in the original VNA of [MBF04]. ...
    • Adaptive Wisp Tree - a multiresolution control structure for simulating dynamic clustering in hair motion 

      Bertails, F.; Kim, T-Y.; Cani, M-P.; Neumann, U. (The Eurographics Association, 2003)
      Realistic animation of long human hair is difficult due to the number of hair strands and to the complexity of their interactions. Existing methods remain limited to smooth, uniform, and relatively simple hair motion. We ...
    • ADMM ⊇ Projective Dynamics: Fast Simulation of General Constitutive Models 

      Narain, Rahul; Overby, Matthew; Brown, George E. (The Eurographics Association, 2016)
      We apply the alternating direction method of multipliers (ADMM) optimization algorithm to implicit time integration of elastic bodies, and show that the resulting method closely relates to the recently proposed projective ...
    • Advected Textures 

      Neyret, Fabrice (The Eurographics Association, 2003)
      Game and special effects artists like to rely on textures (image or procedural) to specify the details of surface aspect. In this paper, we address the problem of applying textures to animated fluids. The purpose is to ...
    • AER: Aesthetic Exploration and Refinement for Expressive Character Animation 

      Neff, Michael; Fiume, Eugene (The Eurographics Association, 2005)
      Our progress in the problem of making animated characters move expressively has been slow, and it persists in being among the most challenging in computer graphics. Simply attending to the low-level motion control problem, ...
    • Aesthetic Edits For Character Animation 

      Neff, Michael; Fiume, Eugene (The Eurographics Association, 2003)
      The utility of an interactive tool can be measured by how pervasively it is embedded into a user's work flow. Tools for artists additionally must provide an appropriate level of control over expressive aspects of their ...
    • Analyzing the Physical Correctness of Interpolated Human Motion 

      Safonova, Alla; Hodgins, Jessica K. (The Eurographics Association, 2005)
      Two human motions can be linearly interpolated to produce a new motion, giving the animator control over the length of a jump, the speed of walking, or the height of a kick. Over the past ten years, this simple technique ...
    • Animal gaits from video 

      Favreau, Laurent; Reveret, Lionel; Depraz, Christine; Cani, Marie-Paule (The Eurographics Association, 2004)
      We present a method for animating 3D models of animals from existing live video sequences such as wild life documentaries. Videos are first segmented into binary images on which Principal Component Analysis (PCA) is applied. ...
    • Animating Articulated Characters using Wiggly Splines 

      Schulz, Christian; Tycowicz, Christoph von; Seidel, Hans-Peter; Hildebrandt, Klaus (ACM Siggraph, 2015)
      We propose a new framework for spacetime optimization that can generate artistic motion with a long planning horizon for complex virtual characters. The scheme can be used for generating general types of motion and neither ...
    • Animating Non-Humanoid Characters with Human Motion Data 

      Yamane, Katsu; Ariki, Yuka; Hodgins, Jessica (The Eurographics Association, 2010)
      This paper presents a method for generating animations of non-humanoid characters from human motion capture data. Characters considered in this work have proportion and/or topology significantly different from humans, but ...