Browsing SCA 11: Eurographics/SIGGRAPH Symposium on Computer Animation by Issue Date
Now showing items 1-20 of 30
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Human Motion Reconstruction from Force Sensors
(The Eurographics Association, 2011)Consumer-grade, real-time motion capture devices are becoming commonplace in every household, thanks to the recent development in depth-camera technologies. We introduce a new approach to capturing and reconstructing ... -
A Level-set Method for Skinning Animated Particle Data
(The Eurographics Association, 2011)In this paper, we present a straightforward, easy to implement method for particle skinning-generating surfaces from animated particle data. We cast the problem in terms of constrained optimization and solve the optimization ... -
Controllable Hand Deformation from Sparse Examples with Rich Details
(The Eurographics Association, 2011)Recent advances in laser scanning technology have made it possible to faithfully scan a real object with tiny geometric details, such as pores and wrinkles. However, a faithful digital model should not only capture static ... -
A Puppet Interface for Retrieval of Motion Capture Data
(The Eurographics Association, 2011)Intuitive and efficient retrieval of motion capture data is essential for effective use of motion capture databases. In this paper, we describe a system that allows the user to retrieve a particular sequence by performing ... -
Element-Wise Mixed Implicit-Explicit Integration for Stable Dynamic Simulation of Deformable Objects
(The Eurographics Association, 2011)In order to evolve a deformable object in time, the underlying equations of motion have to be numerically integrated. This is commonly done by employing either an explicit or an implicit integration scheme. While explicit ... -
Procedural Fluid Modeling of Explosion PhenomenaBased on Physical Properties
(The Eurographics Association, 2011)We propose a method to procedurally model the fluid flows of explosion phenomena by taking physical properties into account. Explosion flows are always quite difficult to control, because they easily disturb each other and ... -
Real-Time Classification of Dance Gesturesfrom Skeleton Animation
(The Eurographics Association, 2011)We present a real-time gesture classification system for skeletal wireframe motion. Its key components include an angular representation of the skeleton designed for recognition robustness under noisy input, a cascaded ... -
Mathematical Foundation of the Optimization-based Fluid Animation Method
(The Eurographics Association, 2011)We present the mathematical foundation of a fluid animation method for unstructured meshes. Key contributions not previously treated are the extension to include diffusion forces and higher order terms of non-linear force ... -
Mass and Momentum Conservation for Fluid Simulation
(The Eurographics Association, 2011)Momentum conservation has long been used as a design principle for solid simulation (e.g. collisions between rigid bodies, mass-spring elastic and damping forces, etc.), yet it has not been widely used for fluid simulation. ... -
Physics-based Character Skinningusing Multi-Domain Subspace Deformations
(The Eurographics Association, 2011)We propose a domain-decomposition method to simulate articulated deformable characters entirely within a subspace framework. The method supports quasistatic and dynamic deformations, nonlinear kinematics and materials, and ... -
A Multigrid Fluid Pressure SolverHandling Separating Solid Boundary Conditions
(The Eurographics Association, 2011)We present a multigrid method for solving the linear complementarity problem (LCP) resulting from discretizing the Poisson equation subject to separating solid boundary conditions in an Eulerian liquid simulation's pressure ... -
Robust Real-Time Deformation of Incompressible Surface Meshes
(The Eurographics Association, 2011)We introduce an efficient technique for robustly simulating incompressible objects with thousands of elements in real-time. Instead of considering a tetrahedral model, commonly used to simulate volumetric bodies, we simply ... -
Scenario Space:Characterizing Coverage, Quality, and Failure of SteeringAlgorithms
(The Eurographics Association, 2011)Navigation and steering in complex dynamically changing environments is a challenging research problem, and a fundamental aspect of immersive virtual worlds. While there exist a wide variety of approaches for navigation ... -
Simulating Heterogeneous Crowd BehaviorsUsing Personality Trait Theory
(The Eurographics Association, 2011)We present a new technique to generate heterogeneous crowd behaviors using personality trait theory. Our formulation is based on adopting results of a user study to derive a mapping from crowd simulation parameters to the ... -
Real-time Facial Animation from Live Video Tracking
(The Eurographics Association, 2011)This paper describes a complete pipe-line of a practical system for producing real-time facial expressions of a 3D virtual avatar controlled by an actor's live performances. The system handles practical challenges arising ... -
Perceptual evaluation of footskate cleanup
(The Eurographics Association, 2011)When animating virtual humans for real-time applications such as games and virtual reality, animation systems often have to edit motions in order to be responsive. In many cases, contacts between the feet and the ground ... -
SPH Granular Flow with Friction and Cohesion
(The Eurographics Association, 2011)Combining mechanical properties of solids and fluids, granular materials pose important challenges for the design of algorithms for realistic animation. In this paper, we present a simulation algorithm based on smoothed ... -
Practical Color-Based Motion Capture
(The Eurographics Association, 2011)Motion capture systems have been widely used for high quality content creation and virtual reality but are rarely used in consumer applications due to their price and setup cost. In this paper, we propose a motion capture ... -
Optimization for Sag-Free Simulations
(The Eurographics Association, 2011)A common problem during the first few seconds of a cloth, hair, or flesh simulation is that the mesh sags under gravity, which can undo the work of hours of careful modeling. The typical response of increasing the stiffness ... -
A Data-driven Appearance Model for Human Fatigue
(The Eurographics Association, 2011)Humans become visibly tired during physical activity. After a set of squats, jumping jacks or walking up a flight of stairs, individuals start to pant, sweat, loose their balance, and flush. Simulating these physiological ...