Recent Submissions

  • Real-Time Deformation and Fracture in a Game Environment 

    Parker, Eric G.; O'Brien, James F. (ACM SIGGRAPH / Eurographics Association, 2009)
    This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this ...
  • Experiment-based Modeling, Simulation and Validation of Interactions between VirtualWalkers 

    Pettré, Julien; Ondrej, Jan; Olivier, Anne-Hélène; Cretual, Armel; Donikian, Stéphane (ACM SIGGRAPH / Eurographics Association, 2009)
    An interaction occurs between two humans when they walk with converging trajectories. They need to adapt their motion in order to avoid and cross one another at respectful distance. This paper presents a model for solving ...
  • Energy Stability and Fracture for Frame Rate Rigid Body Simulations 

    Su, Jonathan; Schroeder, Craig; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2009)
    Our goal is to design robust algorithms that can be used for building real-time systems, but rather than starting with overly simplistic particle-based methods, we aim to modify higher-end visual effects algorithms. A major ...
  • ClearPath: Highly Parallel Collision Avoidance for Multi-Agent Simulation 

    Guyy, Stephen. J.; Chhugani, Jatin; Kim, Changkyu; Satish, Nadathur; Lin, Ming; Manocha, Dinesh; Dubey, Pradeep (ACM SIGGRAPH / Eurographics Association, 2009)
    We present a new local collision avoidance algorithm between multiple agents for real-time simulations. Our approach extends the notion of velocity obstacles from robotics and formulates the conditions for collision free ...
  • A Point-based Method for Animating Incompressible Flow 

    Sin, Funshing; Bargteil, Adam W.; Hodgins, Jessica K. (ACM SIGGRAPH / Eurographics Association, 2009)
    In this paper, we present a point-based method for animating incompressible flow. The advection term is handled by moving the sample points through the flow in a Lagrangian fashion. However, unlike most previous approaches, ...
  • Accurate Tangential Velocities For Solid Fluid Coupling 

    Robinson-Mosher, Avi; English, R. Elliot; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2009)
    We propose a novel method for obtaining more accurate tangential velocities for solid fluid coupling. Our method works for both rigid and deformable objects as well as both volumetric objects and thin shells. The fluid can ...
  • Fast and Robust Tracking of Fluid Surfaces 

    Müller, Matthias (ACM SIGGRAPH / Eurographics Association, 2009)
    Surface tracking is an important problem with applications in many research fields. Among the most famous examples in computer graphics is the simulation and rendering of liquids with free surfaces. A surface that is ...
  • SteerBug: An Interactive Framework for Specifying and Detecting Steering Behaviors 

    Kapadia, Mubbasir; Singh, Shawn; Allen, Brian; Reinman, Glenn; Faloutsos, Petros (ACM SIGGRAPH / Eurographics Association, 2009)
    The size of crowds that modern computer games and urban simulations are capable of handling has given rise to the challenging problem of debugging and testing massive simulations of autonomous agents. In this paper, we ...
  • Guiding of Smoke Animations Through Variational Coupling of Simulations at Different Resolutions 

    Nielsen, Michael B.; Christensen, Brian B.; Zafar, Nafees Bin; Roble, Doug; Museth, Ken (ACM SIGGRAPH / Eurographics Association, 2009)
    We propose a novel approach to guiding of Eulerian-based smoke animations through coupling of simulations at different grid resolutions. Specifically we present a variational formulation that allows smoke animations to ...
  • Fitting Behaviors to Pedestrian Simulations 

    Lerner, Alon; Fitusi, Eitan; Chrysanthou, Yiorgos; Cohen-Or, Daniel (ACM SIGGRAPH / Eurographics Association, 2009)
    In this paper we present a data-driven approach for fitting behaviors to simulated pedestrian crowds. Our method annotates agent trajectories, generated by any crowd simulator, with action-tags. The aggregate effect of ...
  • Bounded Normal Trees for Reduced Deformations of Triangulated Surfaces 

    Schvartzman, Sara C.; Gascón, Jorge; Otaduy, Miguel A. (ACM SIGGRAPH / Eurographics Association, 2009)
    Several reduced deformation models in computer animation, such as linear blend skinning, point-based animation, embedding in finite element meshes, cage-based deformation, or subdivision surfaces, define surface vertex ...
  • Pose-Timeline for Propagating Motion Edits 

    Mukai, Tomohiko; Kuriyama, Shigeru (ACM SIGGRAPH / Eurographics Association, 2009)
    Motion editing often requires repetitive operations for modifying similar action units to give a similar effect or impression. This paper proposes a system for efficiently and flexibly editing the sequence of iterative ...
  • Style Learning and Transferring for Facial Animation Editing 

    Ma, Xiaohan; Le, Binh Huy; Deng, Zhigang (ACM SIGGRAPH / Eurographics Association, 2009)
    Most of current facial animation editing techniques are frame-based approaches (i.e., manually edit one keyframe every several frames), which is ineffective, time-consuming, and prone to editing inconsistency. In this ...
  • Statistical Simulation of Rigid Bodies 

    Hsu, Shu-Wei; Keyser, John (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 ...
  • A Point-Based Method for Animating Elastoplastic Solids 

    Gerszewski, Dan; Bhattacharya, Haimasree; Bargteil, Adam W. (ACM SIGGRAPH / Eurographics Association, 2009)
    In this paper we describe a point-based approach for animating elastoplastic materials. Our primary contribution is a simple method for computing the deformation gradient for each particle in the simulation. The deformation ...
  • Leveraging the Talent of Hand Animators to Create Three-Dimensional Animation 

    Jain, Eakta; Sheikh, Yaser; Hodgins, Jessica (ACM SIGGRAPH / Eurographics Association, 2009)
    The skills required to create compelling three-dimensional animation using computer software are quite different from those required to create compelling hand animation with pencil and paper. The three-dimensional medium ...
  • Exact volume preserving skinning with shape control 

    Rohmer, Damien; Hahmann, Stefanie; Cani, Marie-Paule (ACM SIGGRAPH / Eurographics Association, 2009)
    In the real world, most objects do not loose volume when they deform: they may for instance compensate a local compression by inflating in the orthogonal direction, or, in the case of a character, preserve volume through ...
  • Interactive Editing of Motion Style Using Drives and Correlations 

    Neff, Michael; Kim, Yejin (ACM SIGGRAPH / Eurographics Association, 2009)
    Animation data, from motion capture or other sources, is becoming increasingly available and provides high quality motion, but is difficult to customize for the needs of a particular application. This is especially true ...
  • Visibility Transition Planning for Dynamic Camera Control 

    Oskam, Thomas; Sumner, Robert W.; Thuerey, Nils; Gross, Markus (ACM SIGGRAPH / Eurographics Association, 2009)
    We present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into ...
  • Spatial Deformation Transfer 

    Ben-Chen, Mirela; Weber, Ofir; Gotsman, Craig (ACM SIGGRAPH / Eurographics Association, 2009)
    Much effort is invested in generating natural deformations of three-dimensional shapes. Deformation transfer simplifies this process by allowing to infer deformations of a new shape from existing deformations of a similar ...

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