Now showing items 1-8 of 8

    • Anisotropic Friction for Deformable Surfaces and Solids 

      Pabst, Simon; Thomaszewski, Bernhard; Straßer, Wolfgang (ACM SIGGRAPH / Eurographics Association, 2009)
      This paper presents a method for simulating anisotropic friction for deforming surfaces and solids. Frictional contact is a complex phenomenon that fuels research in mechanical engineering, computational contact mechanics, ...
    • Fitting Behaviors to Pedestrian Simulations 

      Lerner, Alon; Fitusi, Eitan; Chrysanthou, Yiorgos; Cohen-Or, Daniel (ACM SIGGRAPH / Eurographics Association, 2009)
      In this paper we present a data-driven approach for fitting behaviors to simulated pedestrian crowds. Our method annotates agent trajectories, generated by any crowd simulator, with action-tags. The aggregate effect of ...
    • Guiding of Smoke Animations Through Variational Coupling of Simulations at Different Resolutions 

      Nielsen, Michael B.; Christensen, Brian B.; Zafar, Nafees Bin; Roble, Doug; Museth, Ken (ACM SIGGRAPH / Eurographics Association, 2009)
      We propose a novel approach to guiding of Eulerian-based smoke animations through coupling of simulations at different grid resolutions. Specifically we present a variational formulation that allows smoke animations to ...
    • Interactive Synthesis of Human-Object Interaction 

      Jain, Sumit; Liu, C. Karen (ACM SIGGRAPH / Eurographics Association, 2009)
      We present an interactive motion editing tool for creating dynamic scenes with human and object interaction. Our approach solves for an optimal control problem that leverages methods for physics-based rigid body control ...
    • Pose-Timeline for Propagating Motion Edits 

      Mukai, Tomohiko; Kuriyama, Shigeru (ACM SIGGRAPH / Eurographics Association, 2009)
      Motion editing often requires repetitive operations for modifying similar action units to give a similar effect or impression. This paper proposes a system for efficiently and flexibly editing the sequence of iterative ...
    • Real-Time Deformation and Fracture in a Game Environment 

      Parker, Eric G.; O'Brien, James F. (ACM SIGGRAPH / Eurographics Association, 2009)
      This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this ...
    • Statistical Simulation of Rigid Bodies 

      Hsu, Shu-Wei; Keyser, John (ACM SIGGRAPH / Eurographics Association, 2009)
      We describe a method for replacing certain stages of rigid body simulation with a statistically-based approximation. We begin by collecting statistical data regarding changes in linear and angular momentum for collisions ...
    • Style Learning and Transferring for Facial Animation Editing 

      Ma, Xiaohan; Le, Binh Huy; Deng, Zhigang (ACM SIGGRAPH / Eurographics Association, 2009)
      Most of current facial animation editing techniques are frame-based approaches (i.e., manually edit one keyframe every several frames), which is ineffective, time-consuming, and prone to editing inconsistency. In this ...