Recent Submissions

  • Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games 

    Kim, Tae-Yong; Chentanez, Nuttapong; Müller-Fischer, Matthias (The Eurographics Association, 2012)
    Inextensibility is one of the most fundamental properties of cloth. Existing approaches to handle inextensibility often require solving global non-linear systems and remain computationally expensive for computer game uses. ...
  • The Intersection Contour Minimization Method for Untangling Oriented Deformable Surfaces 

    Ye, Juntao; Zhao, Jing (The Eurographics Association, 2012)
    The Intersection Contour Minimization (ICM) method [VM06] has been proven to be an effective history-free algorithm for resolving collisions between non-oriented deformable surfaces. In many circumstances, however, surface ...
  • Multi-linear Data-Driven Dynamic Hair Model with Efficient Hair-Body Collision Handling 

    Guan, Peng; Sigal, Leonid; Reznitskaya, Valeria; Hodgins, Jessica K. (The Eurographics Association, 2012)
    We present a data-driven method for learning hair models that enables the creation and animation of many interactive virtual characters in real-time (for gaming, character pre-visualization and design). Our model has a ...
  • Efficient Collision Detection for Brittle Fracture 

    Glondu, Loeiz; Schvartzman, Sara C.; Marchal, Maud; Dumont, Georges; Otaduy, Miguel A. (The Eurographics Association, 2012)
    In complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true for fracture simulation, where multiple new objects are dynamically created. In this paper, ...
  • Dynamic Units of Visual Speech 

    Taylor, Sarah L.; Mahler, Moshe; Theobald, Barry-John; Matthews, Iain (The Eurographics Association, 2012)
    We present a new method for generating a dynamic, concatenative, unit of visual speech that can generate realistic visual speech animation. We redefine visemes as temporal units that describe distinctive speech movements ...
  • Faster Acceleration Noise for Multibody Animations using Precomputed Soundbanks 

    Chadwick, Jeffrey N.; Zheng, Changxi; James, Doug L. (The Eurographics Association, 2012)
    We introduce an efficient method for synthesizing rigid-body acceleration noise for complex multibody scenes. Existing acceleration noise synthesis methods for animation require object-specific precomputation, which is ...
  • Controlling Liquids Using Meshes 

    Raveendran, Karthik; Thuerey, Nils; Wojtan, Chris; Turk, Greg (The Eurographics Association, 2012)
    We present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping ...
  • Mass-Conserving Eulerian Liquid Simulation 

    Chentanez, Nuttapong; Müller, Matthias (The Eurographics Association, 2012)
    We present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small scale details of the free ...
  • Principal Geodesic Dynamics 

    Tournier, Maxime; Reveret, Lionel (The Eurographics Association, 2012)
    This paper presents a new integration of a data-driven approach using dimension reduction and a physicallybased simulation for real-time character animation. We exploit Lie group statistical analysis techniques (Principal ...
  • Misconceptions of PD Control in Animation 

    Allen, Brian F.; Faloutsos, Petros (The Eurographics Association, 2012)
    In this paper, we address certain misconceptions that have been perpetuated in the animation practice and research for quite some time related to the proportional-derivative (PD) control of physics-based systems. Because ...
  • Physically Plausible Simulation for Character Animation 

    Levine, Sergey; Popovic, Jovan (The Eurographics Association, 2012)
    Artist-created animated characters can exhibit stylized, engaging behavior, but require considerable effort to construct, while interactive applications require numerous motions and variations to create a dynamic, believable ...
  • Simple Data-Driven Control for Simulated Bipeds 

    Geijtenbeek, T.; Pronost, Nicolas; Stappen, A. F. van der (The Eurographics Association, 2012)
    We present a framework for controlling physics-based bipeds in a simulated environment, based on a variety of reference motions. Unlike existing methods for control based on reference motions, our framework does not require ...
  • Cloning Crowd Motions 

    Li, Yi; Christie, Marc; Siret, Orianne; Kulpa, Richard; Pettré, Julien (The Eurographics Association, 2012)
    This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large crowds from existing examples of motions of groups of characters by applying an enhanced copy and paste technique on them. ...
  • Environment-aware Real-Time Crowd Control 

    Henry, Joseph; Shum, Hubert P. H.; Komura, Taku (The Eurographics Association, 2012)
    Real-time crowd control has become an important research topic due to the recent advancement in console game quality and hardware processing capability. The degrees of freedom of a crowd is much higher than that provided ...
  • Quaternion Space Sparse Decomposition for Motion Compression and Retrieval 

    Zhu, Mingyang; Sun, Huaijiang; Deng, Zhigang (The Eurographics Association, 2012)
    Quaternion has become one of the most widely used representations for rotational transformations in 3D graphics for decades. Due to the sparse nature of human motion in both the spatial domain and the temporal domain, an ...
  • Evaluating the Plausibility of Edited Throwing Animations 

    Vicovaro, Michele; Hoyet, Ludovic; Burigana, Luigi; O'Sullivan, Carol (The Eurographics Association, 2012)
    Animation budget constraints during the development of a game often call for the use of a limited set of generic motions. Editing operations are thus generally required to animate virtual characters with a sufficient level ...
  • Component-based Locomotion Composition 

    Kim, Yejin; Neff, Michael (The Eurographics Association, 2012)
    When generating locomotion, it is particularly challenging to adjust the motion's style. This paper introduces a component-based system for human locomotion composition that drives off a set of example locomotion clips. ...
  • Task-driven Posture Optimization for Virtual Characters 

    Liu, Mingxing; Micaelli, Alain; Evrard, Paul; Escande, Adrien (The Eurographics Association, 2012)
    This paper presents a generic approach to find optimal postures, including contact positions, for manipulation tasks. It can be used in either the preparation for a task, or the evaluation of the feasibility of a task ...
  • Learning Motion Controllers with Adaptive Depth Perception 

    Lo, Wan-Yen; Knaus, Claude; Zwicker, Matthias (The Eurographics Association, 2012)
    We present a novel approach to real-time character animation that allows a character to move autonomously based on vision input. By allowing the character to ''see'' the environment directly using depth perception, we can ...
  • Precomputed Motion Maps for Unstructured Motion Capture 

    Mahmudi, Mentar; Kallmann, Marcelo (The Eurographics Association, 2012)
    We present in this paper a solution for extracting high-quality motions from unstructured motion capture databases at interactive rates. The proposed solution is based on automatically-built motion graphs, and offers two ...

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