Now showing items 101-120 of 481

    • 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 ...
    • Diverse Motion Variations for Physics-based Character Animation 

      Agrawal, Shailen; Shen, Shuo; Panne, Michiel van de (ACM SIGGRAPH / Eurographics Association, 2013)
      We present an optimization framework for generating diverse variations of physics-based character motions. This allows for the automatic synthesis of rich variations in style for simulated jumps, flips, and walks. While ...
    • Virtual Character Performance From Speech 

      Marsella, Stacy; Xu, Yuyu; Lhommet, Margaux; Feng, Andrew; Scherer, Stefan; Shapirok, Ari (ACM SIGGRAPH / Eurographics Association, 2013)
      We demonstrate a method for generating a 3D virtual character performance from the audio signal by inferring the acoustic and semantic properties of the utterance. Through a prosodic analysis of the acoustic signal, we ...
    • Data-driven Glove Calibration for Hand Motion Capture 

      Wang, Yingying; Neff, Michael (ACM SIGGRAPH / Eurographics Association, 2013)
      Hand motion is an important component of human motion, playing a central role in communication. However, it is difficult to capture hand motion optically, especially in conjunction with full body motion. Due to a lack of ...
    • High Fidelity Facial Animation Capture and Retargeting With Contours 

      Bhat, Kiran S.; Goldenthal, Rony; Ye, Yuting; Mallet, Ronald; Koperwas, Michael (ACM SIGGRAPH / Eurographics Association, 2013)
      Human beings are naturally sensitive to subtle cues in facial expressions, especially in areas of the eyes and mouth. Current facial motion capture methods fail to accurately reproduce motions in those areas due to multiple ...
    • Preface and Table of Contents 

      Theodore Kim and Robert Sumner (ACM SIGGRAPH / Eurographics Association, 2013)
    • Accurate Tangential Velocities For Solid Fluid Coupling 

      Robinson-Mosher, Avi; English, R. Elliot; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2009)
      We propose a novel method for obtaining more accurate tangential velocities for solid fluid coupling. Our method works for both rigid and deformable objects as well as both volumetric objects and thin shells. The fluid can ...
    • A Point-based Method for Animating Incompressible Flow 

      Sin, Funshing; Bargteil, Adam W.; Hodgins, Jessica K. (ACM SIGGRAPH / Eurographics Association, 2009)
      In this paper, we present a point-based method for animating incompressible flow. The advection term is handled by moving the sample points through the flow in a Lagrangian fashion. However, unlike most previous approaches, ...
    • Real-Time Deformation and Fracture in a Game Environment 

      Parker, Eric G.; O'Brien, James F. (ACM SIGGRAPH / Eurographics Association, 2009)
      This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this ...
    • Energy Stability and Fracture for Frame Rate Rigid Body Simulations 

      Su, Jonathan; Schroeder, Craig; Fedkiw, Ronald (ACM SIGGRAPH / Eurographics Association, 2009)
      Our goal is to design robust algorithms that can be used for building real-time systems, but rather than starting with overly simplistic particle-based methods, we aim to modify higher-end visual effects algorithms. A major ...
    • ClearPath: Highly Parallel Collision Avoidance for Multi-Agent Simulation 

      Guyy, Stephen. J.; Chhugani, Jatin; Kim, Changkyu; Satish, Nadathur; Lin, Ming; Manocha, Dinesh; Dubey, Pradeep (ACM SIGGRAPH / Eurographics Association, 2009)
      We present a new local collision avoidance algorithm between multiple agents for real-time simulations. Our approach extends the notion of velocity obstacles from robotics and formulates the conditions for collision free ...