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Enriching Coarse Interactive Elastic Objects with High-Resolution Data-Driven Deformations
(The Eurographics Association, 2012)
Efficient approximate deformation models allow to interactively simulate elastic objects. However, these approaches usually cannot reproduce the complex deformation behavior governed by geometric and material nonlinearities. ...
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 ...
Evaluating the Plausibility of Edited Throwing Animations
(The Eurographics Association, 2012)
Animation budget constraints during the development of a game often call for the use of a limited set of generic motions. Editing operations are thus generally required to animate virtual characters with a sufficient level ...
Learning Motion Controllers with Adaptive Depth Perception
(The Eurographics Association, 2012)
We present a novel approach to real-time character animation that allows a character to move autonomously based on vision input. By allowing the character to ''see'' the environment directly using depth perception, we can ...
Real-Time Example-Based Elastic Deformation
(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 ...
Rod Constraints for Simplified Ragdolls
(ACM SIGGRAPH / Eurographics Association, 2013)
Physics-based animation has become a standard feature in modern games. Typically, the bones in a character's animation rig are each associated with a simulated rigid body, leading to a jointed assembly commonly called a ...
Quaternion Space Sparse Decomposition for Motion Compression and Retrieval
(The Eurographics Association, 2012)
Quaternion has become one of the most widely used representations for rotational transformations in 3D graphics for decades. Due to the sparse nature of human motion in both the spatial domain and the temporal domain, an ...
Misconceptions of PD Control in Animation
(The Eurographics Association, 2012)
In this paper, we address certain misconceptions that have been perpetuated in the animation practice and research for quite some time related to the proportional-derivative (PD) control of physics-based systems. Because ...
Linear-Time Smoke Animation with Vortex Sheet Meshes
(The Eurographics Association, 2012)
We present the first quality physics-based smoke animation method which runs in time approximately linear in the size of the rendered two-dimensional visual detail. Our fundamental representation is a closed triangle mesh ...
Efficient Unsupervised Temporal Segmentation of Human Motion
(The Eurographics Association, 2014)
This work introduces an efficient method for fully automatic temporal segmentation of human motion sequences and similar time series. The method relies on a neighborhood graph to partition a given data sequence into distinct ...