SCA: Eurographics/SIGGRAPH Symposium on Computer Animation: Recent submissions
Now showing items 401-420 of 481
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Invertible Finite Elements for Robust Simulation of Large Deformation
(The Eurographics Association, 2004)We present an algorithm for the finite element simulation of elastoplastic solids which is capable of robustly and efficiently handling arbitrarily large deformation. In fact, our model remains valid even when large parts ... -
Collision Between Deformable Objects Using Fast-Marching on Tetrahedral Models
(The Eurographics Association, 2004)This paper presents an approach to handling collision between deformable objects using tetrahedral decomposition. The tetrahedral volumetric model is often used to simulate deformable objects that handle cuts and splits. ... -
Quasi-Rigid Objects in Contact
(The Eurographics Association, 2004)We investigate techniques for modeling contact between quasi-rigid objects ? solids that undergo modest deformation in the vicinity of a contact, while the overall object still preserves its basic shape. The quasi-rigid ... -
Enriching a Motion Collection by Transplanting Limbs
(The Eurographics Association, 2004)This paper describes a method that can significantly increase the size of a collection of motion observations by cutting limbs from one motion sequence and attaching them to another. Not all such transplants are successful, ... -
Evaluating Motion Graphs for Character Navigation
(The Eurographics Association, 2004)Realistic and directable humanlike characters are an ongoing goal in animation. Motion graph data structures hold much promise for achieving this goal. However, the quality of the results obtained from a motion graph may ... -
Precomputing Avatar Behavior from Human Motion Data
(The Eurographics Association, 2004)Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation ... -
Example-Based Control of Human Motion
(The Eurographics Association, 2004)In human motion control applications, the mapping between a control specification and an appropriate target motion often defies an explicit encoding.We present a method that allows such a mapping to be defined by example, ... -
System for Authoring Highly Interactive, Personality-Rich Interactive Characters
(The Eurographics Association, 2004)We describe an innovative system for authoring expressive, fully autonomous interactive characters. The focus of our work is creating a system to allow rich authoring that captures as much of the artistic intent of the ... -
Methods for Exploring Expressive Stance
(The Eurographics Association, 2004)The postures a character adopts over time are a key expressive aspect of her movement. While IK tools help a character achieve positioning constraints, there are few tools that help an animator with the expressive aspects ... -
Layered Dynamic Control for Interactive Character Swimming
(The Eurographics Association, 2004)This paper proposes a layered strategy for controlling character motion in a dynamically varying environment. We illustrate this approach in the context of a physically simulated human swimmer. The swimmer attempts to ... -
Breathe Easy: Model and control of simulated respiration for animation
(The Eurographics Association, 2004)Animation of the breath has been largely ignored by the graphics community, even though it is a signature movement of the human body and an indicator for lifelike motion. In this paper, we present an anatomically inspired, ... -
Finding Paths for Coherent Groups using Clearance
(The Eurographics Association, 2004)Virtual environment are often populated with moving units and the paths for these units should be planned. When multiple units need to exhibit coherent behavior in a cluttered environment, current techniques often fail, ... -
Autonomous Behaviors for Interactive Vehicle Animations
(The Eurographics Association, 2004)We present a method for synthesizing animations of autonomous space, water, and land-based vehicles in games or other interactive simulations. Controlling the motion of such vehicles to achieve a desirable behavior is ... -
Sound-by-Numbers: Motion-Driven Sound Synthesis
(The Eurographics Association, 2003)We present the first algorithm for automatically generating soundtracks for input animation based on other animations' soundtrack. This technique can greatly simplify the production of soundtracks in computer animation and ... -
FootSee: an Interactive Animation System
(The Eurographics Association, 2003)We present an intuitive animation interface that uses a foot pressure sensor pad to interactively control avatars for video games, virtual reality, and low-cost performance-driven animation. During an offline training ... -
Stylizing Motion with Drawings
(The Eurographics Association, 2003)In this paper, we provide a method that injects the expressive shape deformations common in traditional 2D animation into an otherwise rigid 3D motion captured animation. We allow a traditional animator to modify frames ... -
A Sketching Interface for Articulated Figure Animation
(The Eurographics Association, 2003)We introduce a new interface for rapidly creating 3D articulated figure animation, from 2D sketches of the character in the desired key frame poses. Since the exact 3D animation corresponding to a set of 2D drawings is ... -
Interactive Control of Component-based Morphing
(The Eurographics Association, 2003)This paper presents an interactive morphing framework to empower users to conveniently and effectively control the whole morphing process. Although research on mesh morphing has reached a state where most computational ... -
Constrained Animation of Flocks
(The Eurographics Association, 2003)Group behaviors are widely used in animation, yet it is difficult to impose hard constraints on their behavior. We describe a new technique for the generation of constrained group animations that improves on existing ... -
A Scenario Language to orchestrate Virtual World Evolution
(The Eurographics Association, 2003)Behavioural animation techniques provide autonomous characters with the ability to react credibly in interactive simulations. The direction of these autonomous agents is inherently complex. Typically, simulations evolve ...