Now showing items 1-20 of 28

    • Multiobjective Control with Frictional Contacts 

      Abe, Yeuhi; Silva, Marco da; Popovic, Jovan (The Eurographics Association, 2007)
      Standing is a fundamental skill mastered by humans and animals alike. Although easy for adults, it requires careful and deliberate manipulation of contact forces. The variation in contact configuration (e.g., standing on ...
    • On the Beat! Timing and Tension for Dynamic Characters 

      Allen, Brian; Chu, Derek; Shapiro, Ari; Faloutsos, Petros (The Eurographics Association, 2007)
      Dynamic simulation is a promising complement to kinematic motion synthesis, particularly in cases where simulated characters need to respond to unpredictable interactions. Moving beyond simple rag-doll effects, though, ...
    • Animation Collage 

      Theobalt, Christian; Roessl, Christian; Aguiar, Edilson de; Seidel, Hans-Peter (The Eurographics Association, 2007)
      We propose a method to automatically transform mesh animations into animation collages, i.e. moving assemblies of shape primitives from a database given by an artist. An animation collage is a complete reassembly of the ...
    • Smooth Movers: Perceptually Guided Human Motion Simulation 

      McDonnell, Rachel; Newell, Fiona; O'Sullivan, Carol (The Eurographics Association, 2007)
      To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose update rate is largely constrained by the ...
    • Liquid Simulation on Lattice-Based Tetrahedral Meshes 

      Chentanez, Nuttapong; Feldman, Bryan E.; Labelle, François; O Brien, James F.; Shewchuk, Jonathan R. (The Eurographics Association, 2007)
      We describe a method for animating incompressible liquids with detailed free surfaces. For each time step, semi- Lagrangian contouring computes a new fluid boundary (represented as a fine surface triangulation) from the ...
    • Weakly compressible SPH for free surface flows 

      Becker, Markus; Teschner, Matthias (The Eurographics Association, 2007)
      We present a weakly compressible form of the Smoothed Particle Hydrodynamics method (SPH) for fluid flow based on the Tait equation. In contrast to commonly employed projection approaches that strictly enforce incompress- ...
    • Solving General ShallowWave Equations on Surfaces 

      Wang, Huamin; Miller, Gavin; Turk, Greg (The Eurographics Association, 2007)
      We propose a new framework for solving General Shallow Wave Equations (GSWE) in order to efficiently simulate water flows on solid surfaces under shallow wave assumptions. Within this framework, we develop implicit schemes ...
    • Animation of Chemically Reactive Fluids Using a Hybrid Simulation Method 

      Kang, Byungkwon; Jang, Yoojin; Ihm, Insung (The Eurographics Association, 2007)
      Chemical phenomena abound in the real world, and often comprise indispensable elements of visual effects that are routinely created in the film industry. In this paper, we present a hybrid technique for simulating chemically ...
    • Real-time Simulations of Bubbles and Foam within a ShallowWater Framework 

      Thuerey, N.; Sadlo, F.; Schirm, S.; Mueller-Fischer, M.; Gross, M. (The Eurographics Association, 2007)
      Bubbles and foam are important fluid phenomena on scales that we encounter in our lives every day. While different techniques to handle these effects were developed in the past years, they require a full 3D fluid solver ...
    • Adaptive Deformations with Fast Tight Bounds 

      Otaduy, Miguel A.; Germann, Daniel; Redon, Stephane; Gross, Markus (The Eurographics Association, 2007)
      Simulation of deformations and collision detection are two highly intertwined problems that are often treated sepa- rately. This is especially true in existing elegant adaptive simulation techniques, where standard collision ...
    • Harmonic Skeleton for Realistic Character Animation 

      Aujay, Gregoire; Hetroy, Franck; Lazarus, Francis; Depraz, Christine (The Eurographics Association, 2007)
      Current approaches to skeleton generation are based on topological and geometrical information only; this can be insufficient for realistic character animation, since the location of the joints does not usually match the ...
    • Time-critical distributed contact for 6-DoF haptic rendering of adaptively sampled reduced deformable models 

      Barbic, Jernej; James, Doug (The Eurographics Association, 2007)
      Real-time evaluation of distributed contact forces for rigid or deformable 3D objects is important for providing multi-sensory feedback in emerging real-time applications, such as 6-DoF haptic force-feedback rendering. ...
    • Face Poser: Interactive Modeling of 3D Facial Expressions Using Model Priors 

      Lau, Manfred; Chai, Jinxiang; Xu, Ying-Qing; Shum, Heung-Yeung (The Eurographics Association, 2007)
      In this paper, we present an intuitive interface for interactively posing 3D facial expressions. The user can create and edit facial expressions by drawing freeform strokes, or by directly dragging facial points in 2D ...
    • Deformation Styles for Spline-based Skeletal Animation 

      Forstmann, Sven; Ohya, Jun; Krohn-Grimberghe, Artus; McDougall, Ryan (The Eurographics Association, 2007)
      We present a novel skinned skeletal animation system based on spline-aligned deformations for providing high quality and fully designable deformations in real-time. Our ambition is to allow artists the easy creation of ...
    • Kinodynamic skinning using volume-preserving deformations 

      Angelidis, Alexis; Singh, Karan (The Eurographics Association, 2007)
      We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformations for a pose relative to a rest pose create ...
    • Group Behavior from Video: A Data-Driven Approach to Crowd Simulation 

      Lee, Kang Hoon; Choi, Myung Geol; Hong, Qyoun; Lee, Jehee (The Eurographics Association, 2007)
      Crowd simulation techniques have frequently been used to animate a large group of virtual humans in computer graphics applications. We present a data-driven method of simulating a crowd of virtual humans that exhibit ...
    • A Decision Network Framework for the Behavioral Animation of Virtual Humans 

      Yu, Qinxin; Terzopoulos, Demetri (The Eurographics Association, 2007)
      We introduce a framework for advanced behavioral animation in virtual humans, which addresses the challenging open problem of simulating social interactions between pedestrians in urban settings. Based on hierarchical ...
    • Hybrid Simulation of Deformable Solids 

      Sifakis, Eftychios; Shinar, Tamar; Irving, Geoffrey; Fedkiw, Ronald (The Eurographics Association, 2007)
      Although mesh-based methods are efficient for simulating simple hyperelasticity, maintaining and adapting a mesh-based representation is less appealing in more complex scenarios, e.g. collision, plasticity and fracture. ...
    • Controlling Individual Agents in High-Density Crowd Simulation 

      Pelechano, N.; Allbeck, J.M.; Badler, N.I. (The Eurographics Association, 2007)
      Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation ...
    • Cubic Shells 

      Garg, Akash; Grinspun, Eitan; Wardetzky, Max; Zorin, Denis (The Eurographics Association, 2007)
      Hinge-based bending models are widely used in the physically-based animation of cloth, thin plates and shells. We propose a hinge-based model that is simpler to implement, more efficient to compute, and offers a greater ...