Search
Now showing items 1-10 of 38
Adaptive Wisp Tree - a multiresolution control structure for simulating dynamic clustering in hair motion
(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 ...
FootSee: an Interactive Animation System
(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 ...
Constrained Animation of Flocks
(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 ...
Interactive Physically Based Solid Dynamics
(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 ...
Estimating Cloth Simulation Parameters from Video
(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 ...
Simulation of Clothing with Folds and Wrinkles
(The Eurographics Association, 2003)
Clothing is a fundamental part of a character's persona, a key storytelling tool used to convey an intended impression to the audience. Draping, folding, wrinkling, stretching, etc. all convey meaning, and thus each is ...
Visual Simulation of Ice Crystal Growth
(The Eurographics Association, 2003)
The beautiful, branching structure of ice is one of the most striking visual phenomena of the winter landscape. Yet there is little study about modeling this effect in computer graphics. In this paper, we present a novel ...
Advected Textures
(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 ...
Synthesizing Animatable Body Models with Parameterized Shape Modifications
(The Eurographics Association, 2003)
Based on an existing modeller that can generate realistic and controllable whole-body models, we introduce our modifier synthesizer for obtaining higher level of manipulations of body models by using parameters such as fat ...
Handrix: Animating the Human Hand
(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 ...