SCA: Eurographics/SIGGRAPH Symposium on Computer Animation: Recent submissions
Now showing items 201-220 of 481
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Principal Geodesic Dynamics
(The Eurographics Association, 2012)This paper presents a new integration of a data-driven approach using dimension reduction and a physicallybased simulation for real-time character animation. We exploit Lie group statistical analysis techniques (Principal ... -
Misconceptions of PD Control in Animation
(The Eurographics Association, 2012)In this paper, we address certain misconceptions that have been perpetuated in the animation practice and research for quite some time related to the proportional-derivative (PD) control of physics-based systems. Because ... -
Physically Plausible Simulation for Character Animation
(The Eurographics Association, 2012)Artist-created animated characters can exhibit stylized, engaging behavior, but require considerable effort to construct, while interactive applications require numerous motions and variations to create a dynamic, believable ... -
Simple Data-Driven Control for Simulated Bipeds
(The Eurographics Association, 2012)We present a framework for controlling physics-based bipeds in a simulated environment, based on a variety of reference motions. Unlike existing methods for control based on reference motions, our framework does not require ... -
Cloning Crowd Motions
(The Eurographics Association, 2012)This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large crowds from existing examples of motions of groups of characters by applying an enhanced copy and paste technique on them. ... -
Quaternion Space Sparse Decomposition for Motion Compression and Retrieval
(The Eurographics Association, 2012)Quaternion has become one of the most widely used representations for rotational transformations in 3D graphics for decades. Due to the sparse nature of human motion in both the spatial domain and the temporal domain, an ... -
Environment-aware Real-Time Crowd Control
(The Eurographics Association, 2012)Real-time crowd control has become an important research topic due to the recent advancement in console game quality and hardware processing capability. The degrees of freedom of a crowd is much higher than that provided ... -
Evaluating the Plausibility of Edited Throwing Animations
(The Eurographics Association, 2012)Animation budget constraints during the development of a game often call for the use of a limited set of generic motions. Editing operations are thus generally required to animate virtual characters with a sufficient level ... -
Component-based Locomotion Composition
(The Eurographics Association, 2012)When generating locomotion, it is particularly challenging to adjust the motion's style. This paper introduces a component-based system for human locomotion composition that drives off a set of example locomotion clips. ... -
Learning Motion Controllers with Adaptive Depth Perception
(The Eurographics Association, 2012)We present a novel approach to real-time character animation that allows a character to move autonomously based on vision input. By allowing the character to ''see'' the environment directly using depth perception, we can ... -
Task-driven Posture Optimization for Virtual Characters
(The Eurographics Association, 2012)This paper presents a generic approach to find optimal postures, including contact positions, for manipulation tasks. It can be used in either the preparation for a task, or the evaluation of the feasibility of a task ... -
Contact-Invariant Optimization for Hand Manipulation
(The Eurographics Association, 2012)We present a method for automatic synthesis of dexterous hand movements, given only high-level goals specifying what should happen to the object being manipulated. Results are presented on a wide range of tasks including ... -
Precomputed Motion Maps for Unstructured Motion Capture
(The Eurographics Association, 2012)We present in this paper a solution for extracting high-quality motions from unstructured motion capture databases at interactive rates. The proposed solution is based on automatically-built motion graphs, and offers two ... -
Simulating Free Surface Flow with Very Large Time Steps
(The Eurographics Association, 2012)We provide a novel simulation method for incompressible free surface flows that allows for large time steps on the order of 10-40 times bigger than the typical explicit time step restriction would allow. Although semi-Lagrangian ... -
Tiling Motion Patches
(The Eurographics Association, 2012)Simulating multiple character interaction is challenging because character actions must be carefully coordinated to align their spatial locations and synchronized with each other. We present an algorithm to create a dense ... -
Linear-Time Smoke Animation with Vortex Sheet Meshes
(The Eurographics Association, 2012)We present the first quality physics-based smoke animation method which runs in time approximately linear in the size of the rendered two-dimensional visual detail. Our fundamental representation is a closed triangle mesh ... -
Multiphase Flow of Immiscible Fluids on Unstructured Moving Meshes
(The Eurographics Association, 2012)In this paper, we present a method for animating multiphase flow of immiscible fluids using unstructured moving meshes. Our underlying discretization is an unstructured tetrahedral mesh, the deformable simplicial complex ... -
Smoke Sheets for Graph-Structured Vortex Filaments
(The Eurographics Association, 2012)Smoke is one of the core phenomena which fluid simulation techniques in computer graphics have attempted to capture. It is both well understood mathematically and important in lending realism to computer generated effects. ... -
Mathematical Analysis on Affine Maps for 2D Shape Interpolation
(The Eurographics Association, 2012)This paper gives a simple mathematical framework for 2D shape interpolation methods that preserve rigidity. An interpolation technique in this framework works for given the source and target 2D shapes, which are compatibly ... -
Efficient Composition for Virtual Camera Control
(The Eurographics Association, 2012)Automatically positioning a virtual camera in a 3D environment given the specification of visual properties to be satisfied (on-screen layout of subjects, vantage angles, visibility) is a complex and challenging problem. ...