SCA 15: Eurographics/SIGGRAPH Symposium on Computer AnimationISBN 978-1-4503-3496-9https://diglib.eg.org:443/handle/10.2312/146342024-03-29T06:14:17Z2024-03-29T06:14:17ZResampling Adaptive Cloth Simulations onto Fixed-Topology MeshesBrown, GeorgeSamii, ArminO'Brien, James F.Narain, Rahulhttps://diglib.eg.org:443/handle/10.2312/146632022-03-28T08:55:07Z2015-01-01T00:00:00ZResampling Adaptive Cloth Simulations onto Fixed-Topology Meshes
Brown, George; Samii, Armin; O'Brien, James F.; Narain, Rahul
Florence Bertails-Descoubes and Stelian Coros and Shinjiro Sueda
We describe a method for converting an adaptively remeshed simulation of cloth into an animated mesh with fixed topology. The topology of the mesh may be specified by the user or computed automatically. In the latter case, we present a method for computing the optimal output mesh, that is, a mesh with spatially varying resolution which is fine enough to resolve all the detail present in the animation. This technique allows adaptive simulations to be easily used in applications that expect fixed-topology animated meshes.
2015-01-01T00:00:00ZTracking Control for Streaming Input Motion Using Segmented Foot ModelLee, SeokjaePark, HwangpilLee, Jeheehttps://diglib.eg.org:443/handle/10.2312/146642022-03-28T08:54:40Z2015-01-01T00:00:00ZTracking Control for Streaming Input Motion Using Segmented Foot Model
Lee, Seokjae; Park, Hwangpil; Lee, Jehee
Florence Bertails-Descoubes and Stelian Coros and Shinjiro Sueda
Motion capture data has been widely used to make realistic animation. Especially, in physics-based character simulation, motion data provides plausible reference trajectory of the character. However, it requires post-processing of the unnatural motion data such as foot-skating and use specified controller with different parameters for each motion. Recent advancements in motion capture hardware such as Kinect allow us to obtain various motion data low-cost and easy way in real-time, but still it remains challenge to simulate unpredictable motion with common controller. The human foot is complex structure containing 26 bones and it allows complex movements with balance. However, widely used human dynamics model has simple foot model which consist of one or two body, so it has functional limitations such as keeping flatfoot while static balancing. In our work, we propose new foot model that mimics the human foot to control various motion in realtime. Because foot contact condition with the ground is critical to maintain balance, more contact points and additional DOFs from segmented foot provide ability to control foot and whole body to be desired state in various foot contact condition.
2015-01-01T00:00:00ZImproving Naturalness of Locomotion of Many-Muscle HumanoidsYu, RiJo, DongchulLee, Jeheehttps://diglib.eg.org:443/handle/10.2312/146622022-03-28T08:54:58Z2015-01-01T00:00:00ZImproving Naturalness of Locomotion of Many-Muscle Humanoids
Yu, Ri; Jo, Dongchul; Lee, Jehee
Florence Bertails-Descoubes and Stelian Coros and Shinjiro Sueda
For many decades, researchers have worked on the simulation of biped locomotion such as human walking. As simulation models have evolved, the simulation using a musculoskeletal model has also become possible [Lee et al. 2014]. Since the number of muscles of models they use is greater than the number of DoF of the models, the optimization problem is undetermined. In order to solve this problem, they use the 2-norm of muscle activations as an objective of optimization and minimize it. However, to obtain more realistic simulation results, real mechanisms of human movement should be applied. In spite of development of the humanoid locomotion simulation, it is still not natural enough due to the lack of knowledge in the mechanisms of human movement. Discussions about this topic have been made, and many people believe that human movement tries to minimize one of the followings; muscle activation, derivatives of muscle activation, joint torque, derivatives of joint torque, metabolic energy expenditure or some combination of these. In this study, we did experiments for each minimization case and compared the results of kinematic data and energy consumption.
2015-01-01T00:00:00ZGaze Driven Animation of EyesNeog, Debanga RajRanjan, AnuragCardoso, João L.Pai, Dinesh K.https://diglib.eg.org:443/handle/10.2312/146612022-03-28T08:54:59Z2015-01-01T00:00:00ZGaze Driven Animation of Eyes
Neog, Debanga Raj; Ranjan, Anurag; Cardoso, João L.; Pai, Dinesh K.
Florence Bertails-Descoubes and Stelian Coros and Shinjiro Sueda
We present a data driven model of eye movement, that includes movement of the globes, the periorbital soft tissues and eyelids and also the formation of wrinkles in the tissues. We describe a pipeline for measurement and estimation of tissue movement around the eyes using monocular high speed video capture. We use dense optical flow techniques to simultaneously estimate skin and globe motion, as well as high resolution texture images. Our methods are robust to transient occlusions. Finally, we present a system for interactive animation of eyes using a small number of animation parameters, including gaze. These parameters can be obtained from any source, such as keyframe animation or an actor's performance.
2015-01-01T00:00:00Z