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Now showing items 11-20 of 226
Analyzing the Physical Correctness of Interpolated Human Motion
(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 ...
Flipping with Physics: Motion Editing for Acrobatics
(The Eurographics Association, 2007)
Complex acrobatic stunts, such as double or triple flips, can be performed only by highly skilled athletes. On the other hand, simpler tricks, such as single-flip jumps, are relatively easy to master.We present a method ...
Action Capture with Accelerometers
(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 ...
Image-Based Tomographic Reconstruction of Flames
(The Eurographics Association, 2004)
Non-invasively determining the three-dimensional structure of real flames is a challenging task. We present a tomographic method for reconstructing a volumetric model from multiple images of fire. The method is similar to ...
Statistical Simulation of Rigid Bodies
(ACM SIGGRAPH / Eurographics Association, 2009)
We describe a method for replacing certain stages of rigid body simulation with a statistically-based approximation. We begin by collecting statistical data regarding changes in linear and angular momentum for collisions ...
Precomputing Avatar Behavior from Human Motion Data
(The Eurographics Association, 2004)
Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation ...
Composite Agents
(The Eurographics Association, 2008)
We introduce the concept of composite agents to effectively model complex agent interactions for agent-based crowd simulation. Each composite agent consists of a basic agent that is associated with one or more proxy agents. ...
Wavelet Compression of Parametrically Coherent Mesh Sequences
(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 ...
Hybrid Simulation of Deformable Solids
(The Eurographics Association, 2007)
Although mesh-based methods are efficient for simulating simple hyperelasticity, maintaining and adapting a mesh-based representation is less appealing in more complex scenarios, e.g. collision, plasticity and fracture. ...
Point Based Animation of Elastic, Plastic and Melting Objects
(The Eurographics Association, 2004)
We present a method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic. Both the volume and the surface representation are ...