Now showing items 21-37 of 37

    • Path-based Control of Smoke Simulations 

      Kim, Yootai; Machiraju, Raghu; Thompson, David (The Eurographics Association, 2006)
      In this paper, we propose a novel path-based control method for generating realistic smoke animations. Our method allows an animator to specify a 3D curve for the smoke to follow. Path control is then achieved using a ...
    • Perceptual Evaluation of LOD Clothing for Virtual Humans 

      McDonnell, Rachel; Dobbyn, Simon; Collins, Steven; O'Sullivan, Carol (The Eurographics Association, 2006)
      Recent developments in crowd simulation have allowed thousands of characters to be rendered in real-time. Usually this is achieved through the use of Level of Detail (LOD) models for the individuals in the crowd. Perceptual ...
    • Physics Based Boiling Simulation 

      Mihalef, Viorel; Unlusu, Betul; Metaxas, Dimitris; Sussman, Mark; Hussaini, M. Y. (The Eurographics Association, 2006)
      In order to animate complex fluid motion, computer animators have to rely on simulation systems that automatically generate the dynamics in a physics based manner. We focus in this paper on the phenomenon of boiling, which, ...
    • Physics-Based Motion Retiming 

      McCann, Jim; Pollard, Nancy S.; Srinivasa, Siddhartha (The Eurographics Association, 2006)
      By changing only the playback timing of a motion sequence, an animator can achieve a variety of effects that alter our perception of an event. In some scenarios, it may be important to consider physical properties of the ...
    • Practical Animation of Turbulent Splashing Water 

      Kim, Janghee; Cha, Deukhyun; Chang, Byungjoon; Koo, Bonki; Ihm, Insung (The Eurographics Association, 2006)
      Despite recent advances in fluid animation, producing small-scale detail of turbulent water still remains challenging. In this paper, we extend the well-accepted particle level set method in an attempt to integrate the ...
    • Precomputed Search Trees: Planning for Interactive Goal-Driven Animation 

      Lau, Manfred; Kuffner, James J. (The Eurographics Association, 2006)
      We present a novel approach for interactively synthesizing motions for characters navigating in complex environments. We focus on the runtime efficiency for motion generation, thereby enabling the interactive animation of ...
    • Progressive Deforming Meshes based on Deformation Oriented Decimation and Dynamic Connectivity Updating 

      Huang, Fu-Chung; Chen, Bing-Yu; Chuang, Yung-Yu (The Eurographics Association, 2006)
      We present a method for progressive deforming meshes. Most existing mesh decimation methods focus on static meshes. However, there are more and more animation data today, and it is important to address the problem of ...
    • Re-using Traditional Animation: Methods for Semi-Automatic Segmentation and Inbetweening 

      Juan, Christina N. de; Bodenheimer, Bobby (The Eurographics Association, 2006)
      A large body of traditional animation exists that contains characters with poses, expressions, and appeal not easily achievable with modern 3D techniques. To create new uses for this body of animation, this paper presents ...
    • Robust Kinematic Constraint Detection for Motion Data 

      Callennec, Benoît Le; Boulic, Ronan (The Eurographics Association, 2006)
      Motion capture data is now widely available to create realistic character animation. However, it is di?cult to reuse without any additional information. For this reason, annotating motion data with kinematic constraints ...
    • Segment-Based Human Motion Compression 

      Liu, Guodong; McMillan, Leonard (The Eurographics Association, 2006)
      As more and more human motion data are becoming widely used to animate computer graphics figures in many applications, the growing need for compact storage and fast transmission makes it imperative to compress motion data. ...
    • Simple Linear Bending Stiffness in Particle Systems 

      Volino, Pascal; Magnenat-Thalmann, Nadia (The Eurographics Association, 2006)
      In cloth simulation particle systems models, bending stiffness involve forces which are either represented as additional springs, or as out-of-plane forces along surface normals. While the former solution is quite inaccurate ...
    • Simulating Speech with a Physics-Based Facial Muscle Model 

      Sifakis, Eftychios; Selle, Andrew; Robinson-Mosher, Avram; Fedkiw, Ronald (The Eurographics Association, 2006)
      We present a physically based system for creating animations of novel words and phrases from text and audio input based on the analysis of motion captured speech examples. Leading image based techniques exhibit photo-real ...
    • Simulation of Bubbles 

      Zheng, Wen; Yong, Jun-Hai; Paul, Jean-Claude (The Eurographics Association, 2006)
      We present a novel framework based on a continuous fluid simulator for general simulation of realistic bubbles, with which we can handle as many significant dynamic bubble effects as possible. To capture nature of the very ...
    • Simultaneous Coupling of Fluids and Deformable Bodies 

      Chentanez, Nuttapong; Goktekin, Tolga G.; Feldman, Bryan E.; O'Brien, James F. (The Eurographics Association, 2006)
      This paper presents a method for simulating the two-way interaction between fluids and deformable solids. The fluids are simulated using an incompressible Eulerian formulation where a linear pressure projection on the fluid ...
    • Sketching Articulation and Pose for Facial Animation 

      Chang, Edwin; Jenkins, Odest Chadwicke (The Eurographics Association, 2006)
      We present a method for articulating and posing meshes, in particular facial meshes, through a 2D sketching interface. Our method establishes an interface between 3D meshes and 2D sketching with the inference of reference ...
    • A Texture Synthesis Method for Liquid Animations 

      Bargteil, Adam W.; Sin, Funshing; Michaels, Jonathan E.; Goktekin, Tolga G.; O'Brien, James F. (The Eurographics Association, 2006)
      In this paper we present a method for synthesizing textures on animated liquid surfaces generated by a physically based fluid simulation system. Rather than advecting texture coordinates on the surface, our algorithm ...
    • "Walk to here": A Voice Driven Animation System 

      Wang, Zhijin; Panne, Michiel van de (The Eurographics Association, 2006)
      We present a novel interface for directing the actions of computer animated characters and camera movements. Our system takes spoken input in combination with mouse pointing to generate desired character animation based ...