Now showing items 1-20 of 28

    • Liquid Simulation on Lattice-Based Tetrahedral Meshes 

      Chentanez, Nuttapong; Feldman, Bryan E.; Labelle, François; O Brien, James F.; Shewchuk, Jonathan R. (The Eurographics Association, 2007)
      We describe a method for animating incompressible liquids with detailed free surfaces. For each time step, semi- Lagrangian contouring computes a new fluid boundary (represented as a fine surface triangulation) from the ...
    • Arbitrary Cutting of Deformable Tetrahedralized Objects 

      Sifakis, Eftychios; Der, Kevin G.; Fedkiw, Ronald (The Eurographics Association, 2007)
      We propose a flexible geometric algorithm for placing arbitrary cracks and incisions on tetrahedralized deformable objects. Although techniques based on remeshing can also accommodate arbitrary fracture patterns, this ...
    • Screen Space Meshes 

      Mueller, Matthias; Schirm, Simon; Duthaler, Stephan (The Eurographics Association, 2007)
      We present a simple yet powerful approach for the generation and rendering of surfaces defined by the boundary of a three-dimensional point cloud. First, a depth map plus internal and external silhouettes of the surface ...
    • Animation of Chemically Reactive Fluids Using a Hybrid Simulation Method 

      Kang, Byungkwon; Jang, Yoojin; Ihm, Insung (The Eurographics Association, 2007)
      Chemical phenomena abound in the real world, and often comprise indispensable elements of visual effects that are routinely created in the film industry. In this paper, we present a hybrid technique for simulating chemically ...
    • Dynamic, Expressive Speech Animation From a Single Mesh 

      Wampler, Kevin; Sasaki, Daichi; Zhang, Li; Popovic, Zoran (The Eurographics Association, 2007)
      In this work we present a method for human face animation which allows us to generate animations for a novel person given just a single mesh of their face. These animations can be of arbitrary text and may include emotional ...
    • Harmonic Skeleton for Realistic Character Animation 

      Aujay, Gregoire; Hetroy, Franck; Lazarus, Francis; Depraz, Christine (The Eurographics Association, 2007)
      Current approaches to skeleton generation are based on topological and geometrical information only; this can be insufficient for realistic character animation, since the location of the joints does not usually match the ...
    • CORDE: Cosserat Rod Elements for the Dynamic Simulation of One-Dimensional Elastic Objects 

      Spillmann, J.; Teschner, M. (The Eurographics Association, 2007)
      Simulating one-dimensional elastic objects such as threads, ropes or hair strands is a difficult problem, especially if material torsion is considered. In this paper, we present CORDE(french rope ), a novel deformation ...
    • Smooth Movers: Perceptually Guided Human Motion Simulation 

      McDonnell, Rachel; Newell, Fiona; O'Sullivan, Carol (The Eurographics Association, 2007)
      To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose update rate is largely constrained by the ...
    • Flipping with Physics: Motion Editing for Acrobatics 

      Majkowska, Anna; Faloutsos, Petros (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 ...
    • Solving General ShallowWave Equations on Surfaces 

      Wang, Huamin; Miller, Gavin; Turk, Greg (The Eurographics Association, 2007)
      We propose a new framework for solving General Shallow Wave Equations (GSWE) in order to efficiently simulate water flows on solid surfaces under shallow wave assumptions. Within this framework, we develop implicit schemes ...
    • Deformation Styles for Spline-based Skeletal Animation 

      Forstmann, Sven; Ohya, Jun; Krohn-Grimberghe, Artus; McDougall, Ryan (The Eurographics Association, 2007)
      We present a novel skinned skeletal animation system based on spline-aligned deformations for providing high quality and fully designable deformations in real-time. Our ambition is to allow artists the easy creation of ...
    • Real-time Simulations of Bubbles and Foam within a ShallowWater Framework 

      Thuerey, N.; Sadlo, F.; Schirm, S.; Mueller-Fischer, M.; Gross, M. (The Eurographics Association, 2007)
      Bubbles and foam are important fluid phenomena on scales that we encounter in our lives every day. While different techniques to handle these effects were developed in the past years, they require a full 3D fluid solver ...
    • Animation Collage 

      Theobalt, Christian; Roessl, Christian; Aguiar, Edilson de; Seidel, Hans-Peter (The Eurographics Association, 2007)
      We propose a method to automatically transform mesh animations into animation collages, i.e. moving assemblies of shape primitives from a database given by an artist. An animation collage is a complete reassembly of the ...
    • Cubic Shells 

      Garg, Akash; Grinspun, Eitan; Wardetzky, Max; Zorin, Denis (The Eurographics Association, 2007)
      Hinge-based bending models are widely used in the physically-based animation of cloth, thin plates and shells. We propose a hinge-based model that is simpler to implement, more efficient to compute, and offers a greater ...
    • Time-critical distributed contact for 6-DoF haptic rendering of adaptively sampled reduced deformable models 

      Barbic, Jernej; James, Doug (The Eurographics Association, 2007)
      Real-time evaluation of distributed contact forces for rigid or deformable 3D objects is important for providing multi-sensory feedback in emerging real-time applications, such as 6-DoF haptic force-feedback rendering. ...
    • A Decision Network Framework for the Behavioral Animation of Virtual Humans 

      Yu, Qinxin; Terzopoulos, Demetri (The Eurographics Association, 2007)
      We introduce a framework for advanced behavioral animation in virtual humans, which addresses the challenging open problem of simulating social interactions between pedestrians in urban settings. Based on hierarchical ...
    • Guided TimeWarping for Motion Editing 

      Hsu, Eugene; Silva, Marco da; Popovic, Jovan (The Eurographics Association, 2007)
      Time warping allows users to modify timing without affecting poses. It has many applications in animation systems for motion editing, such as refining motions to meet new timing constraints or modifying the acting of ...
    • Controlling Individual Agents in High-Density Crowd Simulation 

      Pelechano, N.; Allbeck, J.M.; Badler, N.I. (The Eurographics Association, 2007)
      Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation ...
    • Kinodynamic skinning using volume-preserving deformations 

      Angelidis, Alexis; Singh, Karan (The Eurographics Association, 2007)
      We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformations for a pose relative to a rest pose create ...
    • Adaptive Deformations with Fast Tight Bounds 

      Otaduy, Miguel A.; Germann, Daniel; Redon, Stephane; Gross, Markus (The Eurographics Association, 2007)
      Simulation of deformations and collision detection are two highly intertwined problems that are often treated sepa- rately. This is especially true in existing elegant adaptive simulation techniques, where standard collision ...