Now showing items 421-440 of 481

    • Trackable Surfaces 

      Guskov, Igor; Klibanov, Sergey; Bryant, Benjamin (The Eurographics Association, 2003)
      We introduce a novel approach for real-time non-rigid surface acquisition based on tracking quad marked surfaces. The color-identified quad arrangement allows for automatic feature correspondence, tracking initialization, ...
    • A 2-Stages Locomotion Planner for Digital Actors 

      Pettré, Julien; Laumond, Jean-Paul; Siméon, Thierry (The Eurographics Association, 2003)
      This paper presents a solution to the locomotion planning problem for digital actors. The solution is based both on probabilistic motion planning and on motion capture blending and warping. The paper describes the various ...
    • Mapping optical motion capture data to skeletal motion using a physical model 

      Zordan, Victor B.; Horst, Nicholas C. Van Der (The Eurographics Association, 2003)
      Motion capture has become a premiere technique for animation of humanlike characters. To facilitate its use, researchers have focused on the manipulation of data for retargeting, editing, combining, and reusing motion ...
    • On Creating Animated Presentations 

      Zongker, Douglas E.; Salesin, David H. (The Eurographics Association, 2003)
      Computers are used to display visuals for millions of live presentations each day, and yet only the tiniest fraction of these make any real use of the powerful graphics hardware available on virtually all of today s machines. ...
    • Generating Flying Creatures using Body-Brain Co-Evolution 

      Shim, Yoon-Sik; Kim, Chang-Hun (The Eurographics Association, 2003)
      This paper describes a system that produces double-winged flying creatures using body-brain co-evolution without need of complex flapping flight aerodynamics. While artificial life techniques have been used to create a ...
    • Adaptive Wisp Tree - a multiresolution control structure for simulating dynamic clustering in hair motion 

      Bertails, F.; Kim, T-Y.; Cani, M-P.; Neumann, U. (The Eurographics Association, 2003)
      Realistic animation of long human hair is difficult due to the number of hair strands and to the complexity of their interactions. Existing methods remain limited to smooth, uniform, and relatively simple hair motion. We ...
    • Flexible Automatic Motion Blending with Registration Curves 

      Kovar, Lucas; Gleicher, Michael (The Eurographics Association, 2003)
      Many motion editing algorithms, including transitioning and multitarget interpolation, can be represented as instances of a more general operation called motion blending. We introduce a novel data structure called a ...
    • An Evaluation of a Cost Metric for Selecting Transitions between Motion Segments 

      Wang, Jing; Bodenheimer, Bobby (The Eurographics Association, 2003)
      Designing a rich repertoire of behaviors for virtual humans is an important problem for virtual environments and computer games. One approach to designing such a repertoire is to collect motion capture data and pre-process ...
    • Unsupervised Learning for Speech Motion Editing 

      Cao, Yong; Faloutsos, Petros; Pighin, Frédéric (The Eurographics Association, 2003)
      We present a new method for editing speech related facial motions. Our method uses an unsupervised learning technique, Independent Component Analysis (ICA), to extract a set of meaningful parameters without any annotation ...
    • Aesthetic Edits For Character Animation 

      Neff, Michael; Fiume, Eugene (The Eurographics Association, 2003)
      The utility of an interactive tool can be measured by how pervasively it is embedded into a user's work flow. Tools for artists additionally must provide an appropriate level of control over expressive aspects of their ...
    • Vision-based Control of 3D Facial Animation 

      Chai, Jin-xiang; Xiao, Jing; Hodgins, Jessica (The Eurographics Association, 2003)
      Controlling and animating the facial expression of a computer-generated 3D character is a difficult problem because the face has many degrees of freedom while most available input devices have few. In this paper, we show ...
    • Geometry-Driven Photorealistic Facial Expression Synthesis 

      Zhang, Qingshan; Liu, Zicheng; Guo, Baining; Shum, Harry (The Eurographics Association, 2003)
      Expression mapping (also called performance driven animation) has been a popular method to generate facial animations. One shortcoming of this method is that it does not generate expression details such as the wrinkles due ...
    • Learning Controls for Blend Shape Based Realistic Facial Animation 

      Joshi, Pushkar; Tien, Wen C.; Desbrun, Mathieu; Pighin, Frédéric (The Eurographics Association, 2003)
      Blend shape animation is the method of choice for keyframe facial animation: a set of blend shapes (key facial expressions) are used to define a linear space of facial expressions. However, in order to capture a significant ...
    • An Example-Based Approach for Facial Expression Cloning 

      Pyun, Hyewon; Kim, Yejin; Chae, Wonseok; Kang, Hyung Woo; Shin, Sung Yong (The Eurographics Association, 2003)
      In this paper, we present a novel example-based approach for cloning facial expressions of a source model to a target model while reflecting the characteristic features of the target model in the resulting animation. Our ...
    • Advected Textures 

      Neyret, Fabrice (The Eurographics Association, 2003)
      Game and special effects artists like to rely on textures (image or procedural) to specify the details of surface aspect. In this paper, we address the problem of applying textures to animated fluids. The purpose is to ...
    • A Real-Time Cloud Modeling, Rendering, and Animation System 

      Schpok, Joshua; Simons, Joseph; Ebert, David S.; Hansen, Charles (The Eurographics Association, 2003)
      Modeling and animating complex volumetric natural phenomena, such as clouds, is a difficult task. Most systems are difficult to use, require adjustment of numerous, complex parameters, and are non-interactive. Therefore, ...
    • Particle-Based Fluid Simulation for Interactive Applications 

      Müller, Matthias; Charypar, David; Gross, Markus (The Eurographics Association, 2003)
      Realistically animated fluids can add substantial realism to interactive applications such as virtual surgery simulators or computer games. In this paper we propose an interactive method based on Smoothed Particle Hydrodynamics ...
    • Geometry Videos: A New Representation for 3D Animations 

      Briceño, Hector M.; Sander, Pedro V.; McMillan, Leonard; Gortler, Steven; Hoppe, Hugues (The Eurographics Association, 2003)
      We present the 'Geometry Video', a new data structure to encode animated meshes. Being able to encode animated meshes in a generic source-independent format allows people to share experiences. Changing the viewpoint allows ...
    • Synthesizing Animatable Body Models with Parameterized Shape Modifications 

      Seo, Hyewon; Cordier, Frederic; Magnenat-Thalmann, Nadia (The Eurographics Association, 2003)
      Based on an existing modeller that can generate realistic and controllable whole-body models, we introduce our modifier synthesizer for obtaining higher level of manipulations of body models by using parameters such as fat ...
    • Handrix: Animating the Human Hand 

      Koura, George El; Singh, Karan (The Eurographics Association, 2003)
      The human hand is a complex organ capable of both gross grasp and fine motor skills. Despite many successful high-level skeletal control techniques, animating realistic hand motion remains tedious and challenging. This ...