SCA: Symposium on Computer Animation - Posters and Showcases: Recent submissions
Now showing items 21-38 of 38
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Regression-Based Locating Landmark on Dynamic Humans
(ACM, 2017)We present a novel framework that consists of two-level regressors for finding correlations between human shapes and landmark positions in both body part and holistic scales. To this end, we first develop pose invariant ... -
Online Compression of Rigid Body Simulations using Physics-Inspired Interpolation
(ACM, 2017)Methods to compress simulation data are invaluable as they facilitate efficient transmission along the visual effects pipeline, fast and efficient replay of simulations for visualization and enable storage of scientific ... -
Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation
(ACM, 2017)Exploiting the e ciency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed ... -
Motion Retargeting to Preserve Spatial Relationship between Skinned Characters
(ACM, 2017)Applying motion capture data for multi-person interaction to virtual characters is challenging because one needs to preserve interaction semantics in addition to satisfying the general requirements for motion retargeting, ... -
Human Grasping Interaction Capture and Analysis
(ACM, 2017)We design a system to capture, clean, and segment a high quality database of hand based grasping and manipulation. We capture interactions with a large collection of everyday objects. Optical marker-based motion capture ... -
Marionette Show Using Quadrotors
(ACM, 2017)A marionett?e show is a play with the puppet controlled from above using wires by human. One ends of the wires are connected on di?erent joints of the marione?e, and the other ends are tied on a control stick. ?e marione?ist ... -
Comparing Traditional Key Frame and Hybrid Animation
(ACM, 2017)In this research the authors explore a hybrid approach which uses the basic concept of key frame animation together with procedural animation to reduce the number of key frames needed for an animation clip. The two approaches ... -
Coordinating Full-Body Interactions with the Environment
(ACM, 2017)We present a methodology for synthesizing coordinated full-body motions in order to achieve autonomous virtual characters capable of interacting with the environment while walking. Starting with a parameterized walking ... -
Cubification and Animation of Artistic Shapes
(ACM, 2017)This poster describes an original approach to creating static and dynamic sculptures in a cubist style.We propose a novel method for faceting and local distortion thus adding cubist features and generating time-variant ... -
Attachment-Based Character Deformation
(ACM, 2017)While advancements have made it easier to work with digital characters, it remains difficult to author animations that display the free and highly expressive shape change that characterize hand-drawn animation.We present ... -
Automated Regression Tests for Character Animation Systems
(ACM, 2017)We present a process to verify code changes in an animation system by using regression tests which guarantee to cover every combination of animation features used in production. For this, we need to identify the untested ... -
Friction Sound Synthesis of Deformable Objects based on Adhesion Theory
(The Eurographics Association, 2016)Friction sound is one of the closest sounds for us in any situations. Most of those sounds are created by Foley artists in computer animations. However, synthesizing sounds in all scenes need technical skills and take high ... -
A Choreographic Authoring System for Character Dance Animation Reflecting a User's Preference
(The Eurographics Association, 2016)We propose a new system for constructing character dance animation by considering animator's preferences. First, a user of the proposed system assigns a preferred motion, obtained through a searching algorithm, to arbitrary ... -
Sketch-Based Per-Frame Inverse Kinematics
(The Eurographics Association, 2016)We present a method that uses a sketch-based interface in conjunction with a parallelized per-frame inverse kinematics (Parallel- PFIK) method for the purpose of motion editing. The artist creates and edits 3D constraints ... -
Data-driven Finger Motion Synthesis with Interactions
(The Eurographics Association, 2016)The film and video-game industries' rapidly increasing demand for realistic virtual characters is pushing for the development of fast and efficient character animation techniques. The use of motion capture has become an ... -
Creating a Realistic Face Image from a Cartoon Character
(The Eurographics Association, 2016)We propose a method of creating a realistic face image from a 2D non-realistic character such as a cartoon. Our system allows us to create a high quality face image that is applicable for some application such as 3D character ... -
Efficient Storyboarding in 3D Game Engines
(The Eurographics Association, 2016)Getting an accurate match between initial storyboards and the 3D layout is difficult, given today's reality of multi-site productions. While big studios have the luxury of re-iterating over the 3D layout of a shot, smaller ... -
SCA 2016 Posters: Frontmatter
(Eurographics Association, 2016)