Browsing SCA 16: Posters by Title
Now showing items 1-7 of 7
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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 ... -
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 ... -
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 ... -
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 ... -
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 ... -
SCA 2016 Posters: Frontmatter
(Eurographics Association, 2016) -
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 ...