Now showing items 1-20 of 25

    • Creature Features: Online motion puppetry for non-human characters 

      Seol, Yeongho; O'Sullivan, Carol; Lee, Jehee (ACM SIGGRAPH / Eurographics Association, 2013)
      We present a novel real-time motion puppetry system that drives the motion of non-human characters using human motion input. We aim to control a variety of creatures whose body structures and motion patterns can differ ...
    • Modeling and Animating Myriapoda: A Real-Time Kinematic/Dynamic Approach 

      Fang, Jingyi; Jiang, Chenfanfu; Terzopoulos, Demetri (ACM SIGGRAPH / Eurographics Association, 2013)
      Unlike two, four, six, and eight legged animals, Myriapoda-i.e., centipedes, millipedes, etc.-have been largely overlooked in the computer graphics literature. We present an artificial life framework for modeling these ...
    • Accurate Surface Embedding for Higher Order Finite Elements 

      Suwelack, Stefan; Lukarski, Dimitar; Heuveline, Vincent; Dillmann, Rüdiger; Speidel, Stefanie (ACM SIGGRAPH / Eurographics Association, 2013)
      In this paper we present a novel approach to efficiently simulate the deformation of highly detailed meshes using higher order finite elements (FE). An efficient algorithm based on non-linear optimization is proposed in ...
    • A Level Set Method for Ductile Fracture 

      Hegemann, Jan; Jiang, Chenfanfu; Schroeder, Craig; Teran, Joseph M. (ACM SIGGRAPH / Eurographics Association, 2013)
      We utilize the shape derivative of the classical Griffith's energy in a level set method for the simulation of dynamic ductile fracture. The level set is defined in the undeformed configuration of the object, and its ...
    • Fast Deformation of Volume Data Using Tetrahedral Mesh Rasterization 

      Gascon, Jorge; Espadero, Jose M.; Perez, Alvaro G.; Torres, Rosell; Otaduy, Miguel A. (ACM SIGGRAPH / Eurographics Association, 2013)
      Many inherently deformable structures, such as human anatomy, are often represented using a regular volumetric discretization, e.g., in medical imaging. While deformation algorithms employ discretizations that deform ...
    • Geodesic Voxel Binding for Production Character Meshes 

      Dionne, Olivier; Lasa, Martin de (ACM SIGGRAPH / Eurographics Association, 2013)
      We propose a fully automatic method for specifying influence weights for closed-form skinning methods, such as linear blend skinning. Our method is designed to work with production meshes that may contain non-manifold ...
    • Efficient Simulation of Secondary Motion in Rig-Space 

      Hahn, Fabian; Thomaszewski, Bernhard; Coros, Stelian; Sumner, Robert W.; Gross, Markus (ACM SIGGRAPH / Eurographics Association, 2013)
      We present an efficient method for augmenting keyframed character animations with physically-simulated secondary motion. Our method achieves a performance improvement of one to two orders of magnitude over previous work ...
    • Differential Blending for Expressive Sketch-Based Posing 

      Öztireli, A. Cengiz; Baran, Ilya; Popa, Tiberiu; Dalstein, Boris; Sumner, Robert W.; Gross, Markus (ACM SIGGRAPH / Eurographics Association, 2013)
      Generating highly expressive and caricatured poses can be difficult in 3D computer animation because artists must interact with characters indirectly through complex character rigs. Furthermore, since caricatured poses ...
    • One-to-Many: Example-Based Mesh Animation Synthesis 

      Zheng, Changxi (ACM SIGGRAPH / Eurographics Association, 2013)
      We propose an example-based approach for synthesizing diverse mesh animations. Provided a short clip of deformable mesh animation, our method synthesizes a large number of different animations of arbitrary length. Combining ...
    • SPREAD : Sound Propagation and Perception for Autonomous Agents in Dynamic Environments 

      Huang, Pengfei; Kapadia, Mubbasir; Badler, Norman I. (ACM SIGGRAPH / Eurographics Association, 2013)
      The perception of sensory information and its impact on behavior is a fundamental component of being human. While visual perception is considered for navigation, collision, and behavior selection, the acoustic domain is ...
    • Multi-Domain Real-time Planning in Dynamic Environments 

      Kapadia, Mubbasir; Beacco, Alejandro; Garcia, Francisco; Reddy, Vivek; Pelechano, Nuria; Badler, Norman I. (ACM SIGGRAPH / Eurographics Association, 2013)
      This paper presents a real-time planning framework for multicharacter navigation that enables the use of multiple heterogeneous problem domains of differing complexities for navigation in large, complex, dynamic virtual ...
    • Velocity-Based Modeling of Physical Interactions in Multi-Agent Simulations 

      Kim, Sujeong; Guy, Stephen J.; Manocha, Dinesh (ACM SIGGRAPH / Eurographics Association, 2013)
      We present an interactive algorithm to model physics-based interactions in multi-agent simulations. Our approach is capable of modeling both physical forces and interactions between agents and obstacles, while allowing the ...
    • A Hybrid Lagrangian-Eulerian Formulation for Bubble Generation and Dynamics 

      Patkar, Saket; Aanjaneya, Mridul; Karpman, Dmitriy; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2013)
      We present a hybrid Lagrangian-Eulerian framework for simulating both small and large scale bubble dynamics, where the bubbles can grow or shrink in volume as dictated by pressure forces in the surrounding fluid. Small ...
    • Consistent Surface Model for SPH-based Fluid Transport 

      Orthmann, Jens; Hochstetter, Hendrik; Bader, Julian; Bayraktar, Serkan; Kolb, Andreas (ACM SIGGRAPH / Eurographics Association, 2013)
      Surface effects play an essential role in fluid simulations. A vast number of dynamics including wetting of surfaces, cleansing, and foam dynamics are based on surface-surface and surface-bulk interactions, which in turn ...
    • Chimera Grids for Water Simulation 

      English, R. Elliot; Qiu, Linhai; Yu, Yue; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2013)
      We introduce a new method for large scale water simulation using Chimera grid embedding, which discretizes space with overlapping Cartesian grids that translate and rotate in order to decompose the domain into different ...
    • Rod Constraints for Simplified Ragdolls 

      Lewin, Chris; Thorman, Matt; Waterson, Tom; Williams, Chris; Willis, Phil (ACM SIGGRAPH / Eurographics Association, 2013)
      Physics-based animation has become a standard feature in modern games. Typically, the bones in a character's animation rig are each associated with a simulated rigid body, leading to a jointed assembly commonly called a ...
    • View-Dependent Control of Elastic Rod Simulation for 3D Character Animation 

      Koyama, Yuki; Igarashiy, Takeo (ACM SIGGRAPH / Eurographics Association, 2013)
      This paper presents view-dependent control of elastic rod simulation for 3D character animation. Elastic rod simulation is often used in character animation to generate motion of passively deforming body parts such as hair, ...
    • Artistic Simulation of Curly Hair 

      Iben, Hayley; Meyer, Mark; Petrovic, Lena; Soares, Olivier; Anderson, John; Witkin, Andrew (ACM SIGGRAPH / Eurographics Association, 2013)
      Artistic simulation of hair presents many challenges - ranging from incorporating artistic control to dealing with extreme motions of characters. Additionally, in a production environment, the simulation needs to be fast ...
    • Control of Rotational Dynamics for Ground Behaviors 

      Brown, David F.; Macchietto, Adriano; Yin, KangKang; Zordan, Victor (ACM SIGGRAPH / Eurographics Association, 2013)
      This paper proposes a physics-based framework to generate rolling behaviors with significant rotational components. The proposed technique is a general approach for guiding coordinated action that can be layered over ...
    • Relationship Descriptors for Interactive Motion Adaptation 

      Al-Asqhar, Rami Ali; Komura, Taku; Choi, Myung Geol (ACM SIGGRAPH / Eurographics Association, 2013)
      This paper presents an interactive motion adaptation scheme for close interactions between skeletal characters and mesh structures, such as moving through restricted environments, and manipulating objects. This is achieved ...