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A Practical Dynamics System
(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 Scenario Language to orchestrate Virtual World Evolution
(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 ...
Trackable Surfaces
(The Eurographics Association, 2003)
We introduce a novel approach for real-time non-rigid surface acquisition based on tracking quad marked surfaces. The color-identified quad arrangement allows for automatic feature correspondence, tracking initialization, ...
A 2-Stages Locomotion Planner for Digital Actors
(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 ...
Vision-based Control of 3D Facial Animation
(The Eurographics Association, 2003)
Controlling and animating the facial expression of a computer-generated 3D character is a difficult problem because the face has many degrees of freedom while most available input devices have few. In this paper, we show ...
Flexible Automatic Motion Blending with Registration Curves
(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 ...
An Example-Based Approach for Facial Expression Cloning
(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 ...
An Evaluation of a Cost Metric for Selecting Transitions between Motion Segments
(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 ...
Mapping optical motion capture data to skeletal motion using a physical model
(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 ...
Dynapack: Space-Time compression of the 3D animations of triangle meshes with fixed connectivity
(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 ...