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Outside-In Anatomy Based Character Rigging
(The Eurographics Association, 2005)
For believable character animation, skin deformation should communicate important deformation effects due to underlying muscle movement. Anatomical models that capture these effects are typically constructed from the inside ...
Analyzing the Physical Correctness of Interpolated Human Motion
(The Eurographics Association, 2005)
Two human motions can be linearly interpolated to produce a new motion, giving the animator control over the length of a jump, the speed of walking, or the height of a kick. Over the past ten years, this simple technique ...
Simple and efficient compression of animation sequences
(The Eurographics Association, 2005)
We present a new geometry compression method for animations, which is based on the clustered principal component analysis (CPCA). Instead of analyzing the set of vertices for each frame, our method analyzes the set of paths ...
Physically Based Rigging for Deformable Characters
(The Eurographics Association, 2005)
In this paper we introduce a framework for instrumenting ( rigging ) characters that are modeled as dynamic elastic bodies, so that their shapes can be controlled by an animator. Because the shape of such a character is ...
Fast and accurate goal-directed motion synthesis for crowds
(The Eurographics Association, 2005)
This paper presents a highly efficient motion synthesis algorithm that is well suited for animating large numbers of characters. Given constraints that require characters to be in specific poses, positions, and orientations ...
Group Motion Graphs
(The Eurographics Association, 2005)
We introduce Group Motion Graphs, a data-driven animation technique for groups of discrete agents, such as flocks, herds, or small crowds. Group Motion Graphs are conceptually similar to motion graphs constructed from ...
Physically Based Grasping Control from Example
(The Eurographics Association, 2005)
Animated human characters in everyday scenarios must interact with the environment using their hands. Captured human motion can provide a database of realistic examples. However, examples involving contact are difficult ...
Helping Hand: An Anatomically Accurate Inverse Dynamics Solution For Unconstrained Hand Motion
(The Eurographics Association, 2005)
We present a realistic skeletal musculo-tendon model of the human hand and forearm. The model permits direct forward dynamics simulation, which accurately predicts hand and finger position given a set of muscle activations. ...
Vortex Fluid for Gaseous Phenomena
(The Eurographics Association, 2005)
In this paper, we present a method for visual simulation of gaseous phenomena based on the vortex method. This method uses a localized vortex flow as a basic building block and combines those blocks to describe a whole ...
An Art-Directed Wrinkle System for CG Character Clothing
(The Eurographics Association, 2005)
We present a kinematic system for creating art-directed wrinkles on costumes for CG characters. This system employs a curve-based method for creating wrinkles on reference poses, which are incorporated into a weighted ...