Browsing SCA 12: Eurographics/SIGGRAPH Symposium on Computer Animation by Title
Now showing items 1-20 of 36
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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. ... -
Combining Marker-based Mocap and RGB-D Camera for Acquiring High-fidelity Hand Motion Data
(The Eurographics Association, 2012)Motion capture data has been pivotal to the success of creating realistic animation for human characters. There are a number of public full-body motion databases available, but large and heterogeneous databases for hand ... -
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. ... -
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 ... -
Controlling Liquids Using Meshes
(The Eurographics Association, 2012)We present an approach for artist-directed animation of liquids using multiple levels of control over the simulation, ranging from the overall tracking of desired shapes to highly detailed secondary effects such as dripping ... -
Dynamic Units of Visual Speech
(The Eurographics Association, 2012)We present a new method for generating a dynamic, concatenative, unit of visual speech that can generate realistic visual speech animation. We redefine visemes as temporal units that describe distinctive speech movements ... -
Efficient Collision Detection for Brittle Fracture
(The Eurographics Association, 2012)In complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true for fracture simulation, where multiple new objects are dynamically created. In this paper, ... -
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. ... -
Efficient Simulation of Example-Based Materials
(The Eurographics Association, 2012)We present a new method for efficiently simulating art-directable deformable materials. We use example poses to define subspaces of desirable deformations via linear interpolation. As a central aspect of our approach, we ... -
Energetically Consistent Invertible Elasticity
(The Eurographics Association, 2012)We provide a smooth extension of arbitrary isotropic hyperelastic energy density functions to inverted configurations. This extension is designed to improve robustness for elasticity simulations with ex- tremely large ... -
Enriching Coarse Interactive Elastic Objects with High-Resolution Data-Driven Deformations
(The Eurographics Association, 2012)Efficient approximate deformation models allow to interactively simulate elastic objects. However, these approaches usually cannot reproduce the complex deformation behavior governed by geometric and material nonlinearities. ... -
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 ... -
Faster Acceleration Noise for Multibody Animations using Precomputed Soundbanks
(The Eurographics Association, 2012)We introduce an efficient method for synthesizing rigid-body acceleration noise for complex multibody scenes. Existing acceleration noise synthesis methods for animation require object-specific precomputation, which is ... -
Finger Walking: Motion Editing with Contact-Based Hand Performance
(The Eurographics Association, 2012)We present a system for generating full-body animations from the performance on a touch-sensitive tabletop of ''finger walking'', where two fingers are used to pantomime leg movements. A user study was conducted to explore ... -
Interactive Steering of Mesh Animations
(The Eurographics Association, 2012)Creating geometrically detailed mesh animations is an involved and resource-intensive process in digital content creation. In this work we present a method to rapidly combine available sparse motion capture data with ... -
The Intersection Contour Minimization Method for Untangling Oriented Deformable Surfaces
(The Eurographics Association, 2012)The Intersection Contour Minimization (ICM) method [VM06] has been proven to be an effective history-free algorithm for resolving collisions between non-oriented deformable surfaces. In many circumstances, however, surface ... -
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 ... -
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 ... -
Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games
(The Eurographics Association, 2012)Inextensibility is one of the most fundamental properties of cloth. Existing approaches to handle inextensibility often require solving global non-linear systems and remain computationally expensive for computer game uses. ...