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Now showing items 1-9 of 9
Outside-In Anatomy Based Character Rigging
(The Eurographics Association, 2005)
For believable character animation, skin deformation should communicate important deformation effects due to underlying muscle movement. Anatomical models that capture these effects are typically constructed from the inside ...
Helping Hand: An Anatomically Accurate Inverse Dynamics Solution For Unconstrained Hand Motion
(The Eurographics Association, 2005)
We present a realistic skeletal musculo-tendon model of the human hand and forearm. The model permits direct forward dynamics simulation, which accurately predicts hand and finger position given a set of muscle activations. ...
Handrix: Animating the Human Hand
(The Eurographics Association, 2003)
The human hand is a complex organ capable of both gross grasp and fine motor skills. Despite many successful high-level skeletal control techniques, animating realistic hand motion remains tedious and challenging. This ...
Staggered Poses: A Character Motion Representation for Detail-Preserving Editing of Pose and Coordinated Timing
(The Eurographics Association, 2008)
We introduce staggered poses - a representation of character motion that explicitly encodes coordinated timing among movement features in different parts of a character's body. This representation allows us to provide ...
Finger Walking: Motion Editing with Contact-Based Hand Performance
(The Eurographics Association, 2012)
We present a system for generating full-body animations from the performance on a touch-sensitive tabletop of ''finger walking'', where two fingers are used to pantomime leg movements. A user study was conducted to explore ...
A Controllable, Fast and Stable Basis for Vortex Based Smoke Simulation
(The Eurographics Association, 2006)
We introduce a novel method for describing and controlling a 3D smoke simulation. Using harmonic analysis and principal component analysis, we define an underlying description of the fluid flow that is compact and meaningful ...
Kinodynamic skinning using volume-preserving deformations
(The Eurographics Association, 2007)
We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformations for a pose relative to a rest pose create ...
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 ...
Biomechanically-Inspired Motion Path Editing
(The Eurographics Association, 2011)
We present a system for interactive kinematic editing of motion paths and timing that employs various biomechanical observations to augment and restrict the edited motion. Realistic path manipulations are enforced by ...