Now showing items 10-29 of 38

    • 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 ...
    • Interactive Control of Component-based Morphing 

      Zhao, Yonghong; Ong, Hong-Yang; Tan, Tiow-Seng; Xiao, Yongguan (The Eurographics Association, 2003)
      This paper presents an interactive morphing framework to empower users to conveniently and effectively control the whole morphing process. Although research on mesh morphing has reached a state where most computational ...
    • Interactive Physically Based Solid Dynamics 

      Hauth, M.; Groß, J.; Straßer, W. (The Eurographics Association, 2003)
      The interactive simulation of deformable solids has become a major working area in Computer Graphics. We present a sophisticated material law, better suited for dynamical computations than the standard approaches. As an ...
    • Learning Controls for Blend Shape Based Realistic Facial Animation 

      Joshi, Pushkar; Tien, Wen C.; Desbrun, Mathieu; Pighin, Frédéric (The Eurographics Association, 2003)
      Blend shape animation is the method of choice for keyframe facial animation: a set of blend shapes (key facial expressions) are used to define a linear space of facial expressions. However, in order to capture a significant ...
    • Mapping optical motion capture data to skeletal motion using a physical model 

      Zordan, Victor B.; Horst, Nicholas C. Van Der (The Eurographics Association, 2003)
      Motion capture has become a premiere technique for animation of humanlike characters. To facilitate its use, researchers have focused on the manipulation of data for retargeting, editing, combining, and reusing motion ...
    • On Creating Animated Presentations 

      Zongker, Douglas E.; Salesin, David H. (The Eurographics Association, 2003)
      Computers are used to display visuals for millions of live presentations each day, and yet only the tiniest fraction of these make any real use of the powerful graphics hardware available on virtually all of today s machines. ...
    • Particle-Based Fluid Simulation for Interactive Applications 

      Müller, Matthias; Charypar, David; Gross, Markus (The Eurographics Association, 2003)
      Realistically animated fluids can add substantial realism to interactive applications such as virtual surgery simulators or computer games. In this paper we propose an interactive method based on Smoothed Particle Hydrodynamics ...
    • A Practical Dynamics System 

      Kacic-Alesic, Zoran; Nordenstam, Marcus; Bullock, David (The Eurographics Association, 2003)
      We present an effective production-proven dynamics system. It uses an explicit time differencing method that is efficient, reasonably accurate, conditionally stable, and above all simple to implement. We describe issues ...
    • A Real-Time Cloud Modeling, Rendering, and Animation System 

      Schpok, Joshua; Simons, Joseph; Ebert, David S.; Hansen, Charles (The Eurographics Association, 2003)
      Modeling and animating complex volumetric natural phenomena, such as clouds, is a difficult task. Most systems are difficult to use, require adjustment of numerous, complex parameters, and are non-interactive. Therefore, ...
    • A Scenario Language to orchestrate Virtual World Evolution 

      Devillers, Frédéric; Donikian, Stéphane (The Eurographics Association, 2003)
      Behavioural animation techniques provide autonomous characters with the ability to react credibly in interactive simulations. The direction of these autonomous agents is inherently complex. Typically, simulations evolve ...