Now showing items 1-20 of 38

    • A 2-Stages Locomotion Planner for Digital Actors 

      Pettré, Julien; Laumond, Jean-Paul; Siméon, Thierry (The Eurographics Association, 2003)
      This paper presents a solution to the locomotion planning problem for digital actors. The solution is based both on probabilistic motion planning and on motion capture blending and warping. The paper describes the various ...
    • Adaptive Wisp Tree - a multiresolution control structure for simulating dynamic clustering in hair motion 

      Bertails, F.; Kim, T-Y.; Cani, M-P.; Neumann, U. (The Eurographics Association, 2003)
      Realistic animation of long human hair is difficult due to the number of hair strands and to the complexity of their interactions. Existing methods remain limited to smooth, uniform, and relatively simple hair motion. We ...
    • Advected Textures 

      Neyret, Fabrice (The Eurographics Association, 2003)
      Game and special effects artists like to rely on textures (image or procedural) to specify the details of surface aspect. In this paper, we address the problem of applying textures to animated fluids. The purpose is to ...
    • Aesthetic Edits For Character Animation 

      Neff, Michael; Fiume, Eugene (The Eurographics Association, 2003)
      The utility of an interactive tool can be measured by how pervasively it is embedded into a user's work flow. Tools for artists additionally must provide an appropriate level of control over expressive aspects of their ...
    • Blowing in the Wind 

      Wei, Xiaoming; Zhao, Ye; Fan, Zhe; Li, Wei; Yoakum-Stover, Suzanne; Kaufman, Arie (The Eurographics Association, 2003)
      We present an approach for simulating the natural dynamics that emerge from the coupling of a flow field to lightweight, mildly deformable objects immersed within it. We model the flow field using a Lattice Boltzmann Model ...
    • Constrained Animation of Flocks 

      Anderson, Matt; McDaniel, Eric; Chenney, Stephen (The Eurographics Association, 2003)
      Group behaviors are widely used in animation, yet it is difficult to impose hard constraints on their behavior. We describe a new technique for the generation of constrained group animations that improves on existing ...
    • Construction and Animation of Anatomically Based Human Hand Models 

      Albrecht, Irene; Haber, Jörg; Seidel, Hans-Peter (The Eurographics Association, 2003)
      The human hand is a masterpiece of mechanical complexity, able to perform fine motor manipulations and powerful work alike. Designing an animatable human hand model that features the abilities of the archetype created by ...
    • Discrete Shells 

      Grinspun, Eitan; Hirani, Anil N.; Desbrun, Mathieu; Schröder, Peter (The Eurographics Association, 2003)
      In this paper we introduce a discrete shell model describing the behavior of thin flexible structures, such as hats, leaves, and aluminum cans, which are characterized by a curved undeformed configuration. Previously such ...
    • Dynapack: Space-Time compression of the 3D animations of triangle meshes with fixed connectivity 

      Ibarria, Lawrence; Rossignac, Jarek (The Eurographics Association, 2003)
      Dynapack exploits space-time coherence to compress the consecutive frames of the 3D animations of triangle meshes of constant connectivity. Instead of compressing each frame independently (space-only compression) or ...
    • Estimating Cloth Simulation Parameters from Video 

      Bhat, Kiran S.; Twigg, Christopher D.; Hodgins, Jessica K.; Khosla, Pradeep K.; Popovic, Zoran; Seitz, Steven M. (The Eurographics Association, 2003)
      Cloth simulations are notoriously difficult to tune due to the many parameters that must be adjusted to achieve the look of a particular fabric. In this paper, we present an algorithm for estimating the parameters of a ...
    • An Evaluation of a Cost Metric for Selecting Transitions between Motion Segments 

      Wang, Jing; Bodenheimer, Bobby (The Eurographics Association, 2003)
      Designing a rich repertoire of behaviors for virtual humans is an important problem for virtual environments and computer games. One approach to designing such a repertoire is to collect motion capture data and pre-process ...
    • An Example-Based Approach for Facial Expression Cloning 

      Pyun, Hyewon; Kim, Yejin; Chae, Wonseok; Kang, Hyung Woo; Shin, Sung Yong (The Eurographics Association, 2003)
      In this paper, we present a novel example-based approach for cloning facial expressions of a source model to a target model while reflecting the characteristic features of the target model in the resulting animation. Our ...
    • Feel the 'Fabric': An Audio-Haptic Interface 

      Huang, G.; Metaxas, D.; Govindaraj, M. (The Eurographics Association, 2003)
      An objective fabric modeling system should convey not only the visual but also the haptic and audio sensory feedbacks to remote/internet users via an audio-haptic interface. In this paper we develop a fabric surface property ...
    • Finite Volume Methods for the Simulation of Skeletal Muscle 

      Teran, J.; Blemker, S.; Hing, V. Ng Thow; Fedkiw, R. (The Eurographics Association, 2003)
      Since it relies on a geometrical rather than a variational framework, many find the finite volume method (FVM) more intuitive than the finite element method (FEM).We show that the FVM allows one to interpret the stress ...
    • Flexible Automatic Motion Blending with Registration Curves 

      Kovar, Lucas; Gleicher, Michael (The Eurographics Association, 2003)
      Many motion editing algorithms, including transitioning and multitarget interpolation, can be represented as instances of a more general operation called motion blending. We introduce a novel data structure called a ...
    • FootSee: an Interactive Animation System 

      Yin, KangKang; Pai, Dinesh K. (The Eurographics Association, 2003)
      We present an intuitive animation interface that uses a foot pressure sensor pad to interactively control avatars for video games, virtual reality, and low-cost performance-driven animation. During an offline training ...
    • Generating Flying Creatures using Body-Brain Co-Evolution 

      Shim, Yoon-Sik; Kim, Chang-Hun (The Eurographics Association, 2003)
      This paper describes a system that produces double-winged flying creatures using body-brain co-evolution without need of complex flapping flight aerodynamics. While artificial life techniques have been used to create a ...
    • Geometry Videos: A New Representation for 3D Animations 

      Briceño, Hector M.; Sander, Pedro V.; McMillan, Leonard; Gortler, Steven; Hoppe, Hugues (The Eurographics Association, 2003)
      We present the 'Geometry Video', a new data structure to encode animated meshes. Being able to encode animated meshes in a generic source-independent format allows people to share experiences. Changing the viewpoint allows ...
    • Geometry-Driven Photorealistic Facial Expression Synthesis 

      Zhang, Qingshan; Liu, Zicheng; Guo, Baining; Shum, Harry (The Eurographics Association, 2003)
      Expression mapping (also called performance driven animation) has been a popular method to generate facial animations. One shortcoming of this method is that it does not generate expression details such as the wrinkles due ...
    • Handrix: Animating the Human Hand 

      Koura, George El; Singh, Karan (The Eurographics Association, 2003)
      The human hand is a complex organ capable of both gross grasp and fine motor skills. Despite many successful high-level skeletal control techniques, animating realistic hand motion remains tedious and challenging. This ...