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 ...
    • 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 ...
    • Hybrid Simulation of Deformable Solids 

      Sifakis, Eftychios; Shinar, Tamar; Irving, Geoffrey; Fedkiw, Ronald (The Eurographics Association, 2007)
      Although mesh-based methods are efficient for simulating simple hyperelasticity, maintaining and adapting a mesh-based representation is less appealing in more complex scenarios, e.g. collision, plasticity and fracture. ...
    • 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 ...
    • 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 ...
    • Weakly compressible SPH for free surface flows 

      Becker, Markus; Teschner, Matthias (The Eurographics Association, 2007)
      We present a weakly compressible form of the Smoothed Particle Hydrodynamics method (SPH) for fluid flow based on the Tait equation. In contrast to commonly employed projection approaches that strictly enforce incompress- ...
    • 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 ...
    • 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 ...
    • Multiobjective Control with Frictional Contacts 

      Abe, Yeuhi; Silva, Marco da; Popovic, Jovan (The Eurographics Association, 2007)
      Standing is a fundamental skill mastered by humans and animals alike. Although easy for adults, it requires careful and deliberate manipulation of contact forces. The variation in contact configuration (e.g., standing on ...
    • Group Behavior from Video: A Data-Driven Approach to Crowd Simulation 

      Lee, Kang Hoon; Choi, Myung Geol; Hong, Qyoun; Lee, Jehee (The Eurographics Association, 2007)
      Crowd simulation techniques have frequently been used to animate a large group of virtual humans in computer graphics applications. We present a data-driven method of simulating a crowd of virtual humans that exhibit ...
    • On the Beat! Timing and Tension for Dynamic Characters 

      Allen, Brian; Chu, Derek; Shapiro, Ari; Faloutsos, Petros (The Eurographics Association, 2007)
      Dynamic simulation is a promising complement to kinematic motion synthesis, particularly in cases where simulated characters need to respond to unpredictable interactions. Moving beyond simple rag-doll effects, though, ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • A Simple Boiling Module 

      Kim, Theodore; Carlson, Mark (The Eurographics Association, 2007)
      Recent efforts to visually capture the phenomena of boiling have proposed monolithic approaches that extend the basic techniques underlying existing fluid solvers. In this work, we show that if we instead treat boiling as ...
    • 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 ...