Now showing items 1-20 of 23

    • 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. ...
    • 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 ...
    • Component-based Locomotion Composition 

      Kim, Yejin; Neff, Michael (The Eurographics Association, 2012)
      When generating locomotion, it is particularly challenging to adjust the motion's style. This paper introduces a component-based system for human locomotion composition that drives off a set of example locomotion clips. ...
    • Contact-Invariant Optimization for Hand Manipulation 

      Mordatch, Igor; Popovic, Zoran; Todorov, Emanuel (The Eurographics Association, 2012)
      We present a method for automatic synthesis of dexterous hand movements, given only high-level goals specifying what should happen to the object being manipulated. Results are presented on a wide range of tasks including ...
    • 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 ...
    • 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. ...
    • 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 ...
    • 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 ...
    • Faster Acceleration Noise for Multibody Animations using Precomputed Soundbanks 

      Chadwick, Jeffrey N.; Zheng, Changxi; James, Doug L. (The Eurographics Association, 2012)
      We introduce an efficient method for synthesizing rigid-body acceleration noise for complex multibody scenes. Existing acceleration noise synthesis methods for animation require object-specific precomputation, which is ...
    • 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 ...
    • The Intersection Contour Minimization Method for Untangling Oriented Deformable Surfaces 

      Ye, Juntao; Zhao, Jing (The Eurographics Association, 2012)
      The Intersection Contour Minimization (ICM) method [VM06] has been proven to be an effective history-free algorithm for resolving collisions between non-oriented deformable surfaces. In many circumstances, however, surface ...
    • Learning Motion Controllers with Adaptive Depth Perception 

      Lo, Wan-Yen; Knaus, Claude; Zwicker, Matthias (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 ...
    • Linear-Time Smoke Animation with Vortex Sheet Meshes 

      Brochu, Tyson; Keeler, Todd; Bridson, Robert (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 ...
    • 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 ...
    • Multi-linear Data-Driven Dynamic Hair Model with Efficient Hair-Body Collision Handling 

      Guan, Peng; Sigal, Leonid; Reznitskaya, Valeria; Hodgins, Jessica K. (The Eurographics Association, 2012)
      We present a data-driven method for learning hair models that enables the creation and animation of many interactive virtual characters in real-time (for gaming, character pre-visualization and design). Our model has a ...
    • Occlusion-free Camera Control for Multiple Targets 

      Christie, Marc; Normand, Jean-Marie; Olivier, Patrick (The Eurographics Association, 2012)
      Maintaining the visibility of target objects is a fundamental problem in automatic camera control for 3D graphics applications. Practical real-time camera control algorithms generally only incorporate mechanisms for the ...
    • Precomputed Motion Maps for Unstructured Motion Capture 

      Mahmudi, Mentar; Kallmann, Marcelo (The Eurographics Association, 2012)
      We present in this paper a solution for extracting high-quality motions from unstructured motion capture databases at interactive rates. The proposed solution is based on automatically-built motion graphs, and offers two ...
    • Principal Geodesic Dynamics 

      Tournier, Maxime; Reveret, Lionel (The Eurographics Association, 2012)
      This paper presents a new integration of a data-driven approach using dimension reduction and a physicallybased simulation for real-time character animation. We exploit Lie group statistical analysis techniques (Principal ...
    • 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 ...
    • Real-Time Example-Based Elastic Deformation 

      Koyama, Yuki; Takayama, Kenshi; Umetani, Nobuyuki; Igarashi, Takeo (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 ...