Now showing items 1-20 of 36

    • Enriching Coarse Interactive Elastic Objects with High-Resolution Data-Driven Deformations 

      Seiler, Martin; Spillmann, Jonas; Harders, Matthias (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. ...
    • Interactive Steering of Mesh Animations 

      Vögele, Anna; Hermann, Max; Krüger, Björn; Klein, Reinhard (The Eurographics Association, 2012)
      Creating geometrically detailed mesh animations is an involved and resource-intensive process in digital content creation. In this work we present a method to rapidly combine available sparse motion capture data with ...
    • Finger Walking: Motion Editing with Contact-Based Hand Performance 

      Lockwood, Noah; Singh, Karan (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 ...
    • Mathematical Analysis on Affine Maps for 2D Shape Interpolation 

      Kaji, Shizuo; Hirose, Sampei; Sakata, Shigehiro; Mizoguchi, Yoshihiro; Anjyo, Ken (The Eurographics Association, 2012)
      This paper gives a simple mathematical framework for 2D shape interpolation methods that preserve rigidity. An interpolation technique in this framework works for given the source and target 2D shapes, which are compatibly ...
    • Mass-Conserving Eulerian Liquid Simulation 

      Chentanez, Nuttapong; Müller, Matthias (The Eurographics Association, 2012)
      We present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small scale details of the free ...
    • Evaluating the Plausibility of Edited Throwing Animations 

      Vicovaro, Michele; Hoyet, Ludovic; Burigana, Luigi; O'Sullivan, Carol (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 ...
    • Efficient Simulation of Example-Based Materials 

      Schumacher, Christian; Thomaszewski, Bernhard; Coros, Stelian; Martin, Sebastian; Sumner, Robert; Gross, Markus (The Eurographics Association, 2012)
      We present a new method for efficiently simulating art-directable deformable materials. We use example poses to define subspaces of desirable deformations via linear interpolation. As a central aspect of our approach, we ...
    • Simulating Free Surface Flow with Very Large Time Steps 

      Lentine, Michael; Cong, Matthew; Patkar, Saket; Fedkiw, Ronald (The Eurographics Association, 2012)
      We provide a novel simulation method for incompressible free surface flows that allows for large time steps on the order of 10-40 times bigger than the typical explicit time step restriction would allow. Although semi-Lagrangian ...
    • Smoke Sheets for Graph-Structured Vortex Filaments 

      Barnat, Alfred; Pollard, Nancy S. (The Eurographics Association, 2012)
      Smoke is one of the core phenomena which fluid simulation techniques in computer graphics have attempted to capture. It is both well understood mathematically and important in lending realism to computer generated effects. ...
    • Cloning Crowd Motions 

      Li, Yi; Christie, Marc; Siret, Orianne; Kulpa, Richard; Pettré, Julien (The Eurographics Association, 2012)
      This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large crowds from existing examples of motions of groups of characters by applying an enhanced copy and paste technique on them. ...
    • Tiling Motion Patches 

      Kim, Manmyung; Hwang, Youngseok; Hyun, Kyunglyul; Lee, Jehee (The Eurographics Association, 2012)
      Simulating multiple character interaction is challenging because character actions must be carefully coordinated to align their spatial locations and synchronized with each other. We present an algorithm to create a dense ...
    • Efficient Composition for Virtual Camera Control 

      Lino, Christophe; Christie, Marc (The Eurographics Association, 2012)
      Automatically positioning a virtual camera in a 3D environment given the specification of visual properties to be satisfied (on-screen layout of subjects, vantage angles, visibility) is a complex and challenging problem. ...
    • Efficient Collision Detection for Brittle Fracture 

      Glondu, Loeiz; Schvartzman, Sara C.; Marchal, Maud; Dumont, Georges; Otaduy, Miguel A. (The Eurographics Association, 2012)
      In complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true for fracture simulation, where multiple new objects are dynamically created. In this paper, ...
    • Environment-aware Real-Time Crowd Control 

      Henry, Joseph; Shum, Hubert P. H.; Komura, Taku (The Eurographics Association, 2012)
      Real-time crowd control has become an important research topic due to the recent advancement in console game quality and hardware processing capability. The degrees of freedom of a crowd is much higher than that provided ...
    • Controlling Liquids Using Meshes 

      Raveendran, Karthik; Thuerey, Nils; Wojtan, Chris; Turk, Greg (The Eurographics Association, 2012)
      We present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping ...
    • Quaternion Space Sparse Decomposition for Motion Compression and Retrieval 

      Zhu, Mingyang; Sun, Huaijiang; Deng, Zhigang (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 

      Allen, Brian F.; Faloutsos, Petros (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 ...
    • Multiphase Flow of Immiscible Fluids on Unstructured Moving Meshes 

      Misztal, Marek Krzysztof; Erleben, Kenny; Bargteil, Adam; Fursund, Jens; Christensen, Brian Bunch; Bærentzen, J. Andreas; Bridson, Robert (The Eurographics Association, 2012)
      In this paper, we present a method for animating multiphase flow of immiscible fluids using unstructured moving meshes. Our underlying discretization is an unstructured tetrahedral mesh, the deformable simplicial complex ...
    • Simple Data-Driven Control for Simulated Bipeds 

      Geijtenbeek, T.; Pronost, Nicolas; Stappen, A. F. van der (The Eurographics Association, 2012)
      We present a framework for controlling physics-based bipeds in a simulated environment, based on a variety of reference motions. Unlike existing methods for control based on reference motions, our framework does not require ...
    • Combining Marker-based Mocap and RGB-D Camera for Acquiring High-fidelity Hand Motion Data 

      Zhao, Wenping; Chai, Jinxiang; Xu, Ying-Qing (The Eurographics Association, 2012)
      Motion capture data has been pivotal to the success of creating realistic animation for human characters. There are a number of public full-body motion databases available, but large and heterogeneous databases for hand ...