THE 21st ACM SIGGRAPH / Eurographics SYMPOSIUM ON COMPUTER ANIMATION (SCA 2022)

Durham University, UK & Online
13th - 15th September, 2022


Animation and Simulation Techniques I
Physically Based Shape Matching
Matthias Müller, Miles Macklin, Nuttapong Chentanez, and Stefan Jeschke
Fast Numerical Coarsening with Local Factorizations
Zhongyun He, Jesús Pérez, and Miguel A. Otaduy
Stability Analysis of Explicit MPM
Song Bai and Craig Schroeder
Wassersplines for Neural Vector Field-Controlled Animation
Paul Zhang, Dmitriy Smirnov, and Justin Solomon
Voronoi Filters for Simulation Enrichment
Juan J. Casafranca and Miguel A. Otaduy
Animation and Simulation Techniques II
Differentiable Simulation for Outcome-Driven Orthognathic Surgery Planning
Daniel Dorda, Daniel Peter, Dominik Borer, Niko Benjamin Huber, Irena Sailer, Markus Gross, Barbara Solenthaler, and Bernhard Thomaszewski
High-Order Elasticity Interpolants for Microstructure Simulation
Antoine Chan-Lock, Jesús Pérez, and Miguel A. Otaduy
Surface-Only Dynamic Deformables using a Boundary Element Method
Ryusuke Sugimoto, Christopher Batty, and Toshiya Hachisuka
A Second Order Cone Programming Approach for Simulating Biphasic Materials
Pengbin Tang, Stelian Coros, and Bernhard Thomaszewski
A Second-Order Explicit Pressure Projection Method for Eulerian Fluid Simulation
Junwei Jiang, Xiangda Shen, Yuning Gong, Zeng Fan, Yanli Liu, Guanyu Xing, Xiaohua Ren, and Yanci Zhang
Motion I
Combining Motion Matching and Orientation Prediction to Animate Avatars for Consumer-Grade VR Devices
Jose Luis Ponton, Haoran Yun, Carlos Andujar, and Nuria Pelechano
Sketching Vocabulary for Crowd Motion
C. D. Tharindu Mathew, Bedrich Benes, and Daniel Aliaga
A Fusion Crowd Simulation Method: Integrating Data with Dynamics, Personality with Common
Tianlu Mao, Ji Wang, Ruoyu Meng, Qinyuan Yan, Shaohua Liu, and Zhaoqi Wang
Cognitive Model of Agent Exploration with Vision and Signage Understanding
Colin Johnson and Brandon Haworth
Motion II
Pose Representations for Deep Skeletal Animation
Nefeli Andreou, Andreas Aristidou, and Yiorgos Chrysanthou
Generating Upper-Body Motion for Real-Time Characters Making their Way through Dynamic Environments
Eduardo Alvarado, Damien Rohmer, and Marie-Paule Cani
Neural3Points: Learning to Generate Physically Realistic Full-body Motion for Virtual Reality Users
Yongjing Ye, Libin Liu, Lei Hu, and Shihong Xia
UnderPressure: Deep Learning for Foot Contact Detection, Ground Reaction Force Estimation and Footskate Cleanup
Lucas Mourot, Ludovic Hoyet, François Le Clerc, and Pierre Hellier
Synthesizing Get-Up Motions for Physics-based Characters
Anthony Frezzato, Arsh Tangri, and Sheldon Andrews
Capture, Tracking, and Facial Animation
Local Scale Adaptation to Hand Shape Model for Accurate and Robust Hand Tracking
Pratik Kalshetti and Parag Chaudhuri
Tiled Characteristic Maps for Tracking Detailed Liquid Surfaces
Fumiya Narita and Ryoichi Ando
Monocular Facial Performance Capture Via Deep Expression Matching
Stephen W. Bailey, Jérémy Riviere, Morten Mikkelsen, and James F. O'Brien
Voice2Face: Audio-driven Facial and Tongue Rig Animations with cVAEs
Monica Villanueva Aylagas, Hector Anadon Leon, Mattias Teye, and Konrad Tollmar
Facial Animation with Disentangled Identity and Motion using Transformers
Prashanth Chandran, Gaspard Zoss, Markus Gross, Paulo Gotardo, and Derek Bradley
Detailed Eye Region Capture and Animation
Glenn Kerbiriou, Maud Marchal, and Quentin Avril
Learning
Learning Physics with a Hierarchical Graph Network
Nuttapong Chentanez, Stefan Jeschke, Matthias Müller, and Miles Macklin
PERGAMO: Personalized 3D Garments from Monocular Video
Andrés Casado-Elvira, Marc Comino Trinidad, and Dan Casas
Context-based Style Transfer of Tokenized Gestures
Shigeru Kuriyama, Tomohiko Mukai, Takafumi Taketomi, and Tomoyuki Mukasa
MP-NeRF: Neural Radiance Fields for Dynamic Multi-person synthesis from Sparse Views
Xianjin Chao and Howard Leung
Interaction Mix and Match: Synthesizing Close Interaction using Conditional Hierarchical GAN with Multi-Hot Class Embedding
Aman Goel, Qianhui Men, and Edmond S. L. Ho

Recent Submissions

  • SCA 2022 CGF 41-8: Frontmatter 

    Dominik L. Michels; Soeren Pirk (The Eurographics Association and John Wiley & Sons Ltd., 2022)
  • Interaction Mix and Match: Synthesizing Close Interaction using Conditional Hierarchical GAN with Multi-Hot Class Embedding 

    Goel, Aman; Men, Qianhui; Ho, Edmond S. L. (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Synthesizing multi-character interactions is a challenging task due to the complex and varied interactions between the characters. In particular, precise spatiotemporal alignment between characters is required in generating ...
  • MP-NeRF: Neural Radiance Fields for Dynamic Multi-person synthesis from Sparse Views 

    Chao, Xian Jin; Leung, Howard (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Multi-person novel view synthesis aims to generate free-viewpoint videos for dynamic scenes of multiple persons. However, current methods require numerous views to reconstruct a dynamic person and only achieve good performance ...
  • Context-based Style Transfer of Tokenized Gestures 

    Kuriyama, Shigeru; Mukai, Tomohiko; Taketomi, Takafumi; Mukasa, Tomoyuki (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Gestural animations in the amusement or entertainment field often require rich expressions; however, it is still challenging to synthesize characteristic gestures automatically. Although style transfer based on a neural ...
  • PERGAMO: Personalized 3D Garments from Monocular Video 

    Casado-Elvira, Andrés; Comino Trinidad, Marc; Casas, Dan (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Clothing plays a fundamental role in digital humans. Current approaches to animate 3D garments are mostly based on realistic physics simulation, however, they typically suffer from two main issues: high computational ...
  • Learning Physics with a Hierarchical Graph Network 

    Chentanez, Nuttapong; Jeschke, Stefan; Müller, Matthias; Macklin, Miles (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    We propose a hierarchical graph for learning physics and a novel way to handle obstacles. The finest level of the graph consist of the particles itself. Coarser levels consist of the cells of sparse grids with successively ...
  • Detailed Eye Region Capture and Animation 

    Kerbiriou, Glenn; Marchal, Maud; Avril, Quentin (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Even if the appearance and geometry of the human eye have been extensively studied during the last decade, the geometrical correlation between gaze direction, eyelids aperture and eyelids shape has not been empirically ...
  • Facial Animation with Disentangled Identity and Motion using Transformers 

    Chandran, Prashanth; Zoss, Gaspard; Gross, Markus; Gotardo, Paulo; Bradley, Derek (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    We propose a 3D+time framework for modeling dynamic sequences of 3D facial shapes, representing realistic non-rigid motion during a performance. Our work extends neural 3D morphable models by learning a motion manifold ...
  • Voice2Face: Audio-driven Facial and Tongue Rig Animations with cVAEs 

    Villanueva Aylagas, Monica; Anadon Leon, Hector; Teye, Mattias; Tollmar, Konrad (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    We present Voice2Face: a Deep Learning model that generates face and tongue animations directly from recorded speech. Our approach consists of two steps: a conditional Variational Autoencoder generates mesh animations from ...
  • Monocular Facial Performance Capture Via Deep Expression Matching 

    Bailey, Stephen W.; Riviere, Jérémy; Mikkelsen, Morten; O'Brien, James F. (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Facial performance capture is the process of automatically animating a digital face according to a captured performance of an actor. Recent developments in this area have focused on high-quality results using expensive ...
  • Tiled Characteristic Maps for Tracking Detailed Liquid Surfaces 

    Narita, Fumiya; Ando, Ryoichi (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    We introduce tiled characteristic maps for level set method that accurately preserves both thin sheets and sharp edges over a long period of time. Instead of resorting to high-order differential schemes, we utilize the ...
  • Local Scale Adaptation to Hand Shape Model for Accurate and Robust Hand Tracking 

    Kalshetti, Pratik; Chaudhuri, Parag (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    The accuracy of hand tracking algorithms depends on how closely the geometry of the mesh model resembles the user's hand shape. Most existing methods rely on a learned shape space model; however, this fails to generalize ...
  • Synthesizing Get-Up Motions for Physics-based Characters 

    Frezzato, Anthony; Tangri, Arsh; Andrews, Sheldon (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    We propose a method for synthesizing get-up motions for physics-based humanoid characters. Beginning from a supine or prone state, our objective is not to imitate individual motion clips, but to produce motions that match ...
  • UnderPressure: Deep Learning for Foot Contact Detection, Ground Reaction Force Estimation and Footskate Cleanup 

    Mourot, Lucas; Hoyet, Ludovic; Clerc, François Le; Hellier, Pierre (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Human motion synthesis and editing are essential to many applications like video games, virtual reality, and film postproduction. However, they often introduce artefacts in motion capture data, which can be detrimental to ...
  • Neural3Points: Learning to Generate Physically Realistic Full-body Motion for Virtual Reality Users 

    Ye, Yongjing; Liu, Libin; Hu, Lei; Xia, Shihong (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met ...
  • Generating Upper-Body Motion for Real-Time Characters Making their Way through Dynamic Environments 

    Alvarado, Eduardo; Rohmer, Damien; Cani, Marie-Paule (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a ...
  • Pose Representations for Deep Skeletal Animation 

    Andreou, Nefeli; Aristidou, Andreas; Chrysanthou, Yiorgos (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Data-driven skeletal animation relies on the existence of a suitable learning scheme, which can capture the rich context of motion. However, commonly used motion representations often fail to accurately encode the full ...
  • Cognitive Model of Agent Exploration with Vision and Signage Understanding 

    Johnson, Colin; Haworth, Brandon (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    Signage systems play an essential role in ensuring safe, stress-free, and efficient navigation for the occupants of indoor spaces. Crowd simulations with sufficiently realistic virtual humans provide a convenient and ...
  • A Fusion Crowd Simulation Method: Integrating Data with Dynamics, Personality with Common 

    Mao, Tianlu; Wang, Ji; Meng, Ruoyu; Yan, Qinyuan; Liu, Shaohua; Wang, Zhaoqi (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    This paper proposes a novel crowd simulation method which integrates not only modelling ideas but also advantages from both data-driven methods and crowd dynamics methods. To seamlessly integrate these two different modelling ...
  • Sketching Vocabulary for Crowd Motion 

    Mathew, C. D. Tharindu; Benes, Bedrich; Aliaga, Daniel (The Eurographics Association and John Wiley & Sons Ltd., 2022)
    This paper proposes and evaluates a sketching language to author crowd motion. It focuses on the path, speed, thickness, and density parameters of crowd motion. A sketch-based vocabulary is proposed for each parameter and ...

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