SCA 10: Eurographics/SIGGRAPH Symposium on Computer Animation
Browse by
Recent Submissions
-
Reconstructing Surfaces of Particle-Based Fluids Using Anisotropic Kernels
(The Eurographics Association, 2010)In this paper we present a novel surface reconstruction method for particle-based fluid simulators such as Smoothed Particle Hydrodynamics. In particle-based simulations, fluid surfaces are usually defined as a level set ... -
Practical Animation of Compressible Flow for ShockWaves and Related Phenomena
(The Eurographics Association, 2010)We propose a practical approach to integrating shock wave dynamics into traditional smoke simulations. Previous methods either simplify away the compressible component of the flow and are unable to capture shock fronts or ... -
Real-time Simulation of Large Bodies of Water with Small Scale Details
(The Eurographics Association, 2010)We present a hybrid water simulation method that combines grid based and particles based approaches. Our specialized shallow water solver can handle arbitrary underlying terrain slopes, arbitrary water depth and supports ... -
Performance Capture with Physical Interaction
(The Eurographics Association, 2010)This paper introduces a technique for combining performance-based animation with a physical model in order to synthesize complex interactions in an animated scene. The approach is to previsualize interaction of final ... -
Animating Non-Humanoid Characters with Human Motion Data
(The Eurographics Association, 2010)This paper presents a method for generating animations of non-humanoid characters from human motion capture data. Characters considered in this work have proportion and/or topology significantly different from humans, but ... -
BoLeRO: A Principled Technique for Including Bone Length Constraints in Motion Capture Occlusion Filling
(The Eurographics Association, 2010)Given a motion capture sequence with occlusions, how can we recover the missing values, respecting bone-length constraints? Recent past work uses Linear Dynamical Systems (LDS), which work well, except for occasionally ... -
Shortest Paths with Arbitrary Clearance from Navigation Meshes
(The Eurographics Association, 2010)This paper addresses the problem of efficiently computing optimal paths of arbitrary clearance from a polygonal representation of a given virtual environment. Key to the proposed method is a new type of triangulated ... -
FASTCD: Fracturing-Aware Stable Collision Detection
(The Eurographics Association, 2010)We present a collision detection (CD) method for complex and large-scale fracturing models that have geometric and topological changes. We first propose a novel dual-cone culling method to improve the performance of CD, ... -
A Real-time Cinematography System for Interactive 3D Environments
(The Eurographics Association, 2010)Developers of interactive 3D applications, such as computer games, are expending increasing levels of effort on the challenge of creating more narrative experiences in virtual worlds. As a result, there is a pressing ... -
Control Systems for Human Running using an Inverted Pendulum Model and a Reference Motion Capture Sequence
(The Eurographics Association, 2010)Physical simulation is often proposed as a way to generate motion for interactive characters. A simulated character has the potential to adapt to changing terrain and disturbances in a realistic and robust manner. In this ... -
PLEdestrians: A Least-Effort Approach to Crowd Simulation
(The Eurographics Association, 2010)We present a new algorithm for simulating large-scale crowds at interactive rates based on the Principle of Least Effort. Our approach uses an optimization method to compute a biomechanically energy-efficient, collision-free ... -
Goal-Directed Stepping with Momentum Control
(The Eurographics Association, 2010)This paper proposes a technique for animating simulated characters to perform controlled steps. The desired step is controlled by high-level goals, namely step position and step duration. These stepping goals guide the ... -
Augmenting Hand Animation with Three-dimensional Secondary Motion
(The Eurographics Association, 2010)Secondary motion, or the motion of objects in response to that of the primary character, is widely used to amplify the audience's response to the character's motion and to provide a connection to the environment. These ... -
A Bayesian Interactive Optimization Approach to Procedural Animation Design
(The Eurographics Association, 2010)eters. In many cases, the models are complex and the parameters unintuitive for non-experts. In this paper, we present an optimization method for setting parameters of a procedural fluid animation system by showing the ... -
Wrinkle Meshes
(The Eurographics Association, 2010)We present a simple and fast method to add wrinkles to dynamic meshes such as simulated cloth or the skin of an animated character. To get the desired surface details, we attach a higher resolution wrinkle mesh to the ... -
Enhancing Fluid Animation with Adaptive, Controllable and Intermittent Turbulence
(The Eurographics Association, 2010)This paper proposes a new scheme for enhancing fluid animation with controllable turbulence. An existing fluid simulation from ordinary fluid solvers is fluctuated by turbulent variation modeled as a random process of ... -
A Parallel Multigrid Poisson Solver for Fluids Simulation on Large Grids
(The Eurographics Association, 2010)We present a highly efficient numerical solver for the Poisson equation on irregular voxelized domains supporting an arbitrary mix of Neumann and Dirichlet boundary conditions. Our approach employs a multigrid cycle as a ... -
Interactive SPH Simulation and Rendering on the GPU
(The Eurographics Association, 2010)In this paper we introduce a novel parallel and interactive SPH simulation and rendering method on the GPU using CUDA which allows for high quality visualization. The crucial particle neighborhood search is based on ... -
Constraint-Based Simulation of Adhesive Contact
(The Eurographics Association, 2010)Dynamics with contact are often formulated as a constrained optimization problem. This approach allows handling in an integrated manner both non-penetration and frictional constraints. Following developments in the ... -
Point Cloud Glue: Constraining Simulations Using the Procrustes Transform
(The Eurographics Association, 2010)In physical simulation, it is frequently useful to define constraints between deformable objects, ensuring that one object follows another. Existing techniques for enforcing these constraints define the relationship between ...