Browsing SCA 05: Eurographics/SIGGRAPH Symposium on Computer Animation by Issue Date
Now showing items 1-20 of 35
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Outside-In Anatomy Based Character Rigging
(The Eurographics Association, 2005)For believable character animation, skin deformation should communicate important deformation effects due to underlying muscle movement. Anatomical models that capture these effects are typically constructed from the inside ... -
Analyzing the Physical Correctness of Interpolated Human Motion
(The Eurographics Association, 2005)Two human motions can be linearly interpolated to produce a new motion, giving the animator control over the length of a jump, the speed of walking, or the height of a kick. Over the past ten years, this simple technique ... -
Simple and efficient compression of animation sequences
(The Eurographics Association, 2005)We present a new geometry compression method for animations, which is based on the clustered principal component analysis (CPCA). Instead of analyzing the set of vertices for each frame, our method analyzes the set of paths ... -
Physically Based Rigging for Deformable Characters
(The Eurographics Association, 2005)In this paper we introduce a framework for instrumenting ( rigging ) characters that are modeled as dynamic elastic bodies, so that their shapes can be controlled by an animator. Because the shape of such a character is ... -
Fast and accurate goal-directed motion synthesis for crowds
(The Eurographics Association, 2005)This paper presents a highly efficient motion synthesis algorithm that is well suited for animating large numbers of characters. Given constraints that require characters to be in specific poses, positions, and orientations ... -
Group Motion Graphs
(The Eurographics Association, 2005)We introduce Group Motion Graphs, a data-driven animation technique for groups of discrete agents, such as flocks, herds, or small crowds. Group Motion Graphs are conceptually similar to motion graphs constructed from ... -
Physically Based Grasping Control from Example
(The Eurographics Association, 2005)Animated human characters in everyday scenarios must interact with the environment using their hands. Captured human motion can provide a database of realistic examples. However, examples involving contact are difficult ... -
Helping Hand: An Anatomically Accurate Inverse Dynamics Solution For Unconstrained Hand Motion
(The Eurographics Association, 2005)We present a realistic skeletal musculo-tendon model of the human hand and forearm. The model permits direct forward dynamics simulation, which accurately predicts hand and finger position given a set of muscle activations. ... -
Vortex Fluid for Gaseous Phenomena
(The Eurographics Association, 2005)In this paper, we present a method for visual simulation of gaseous phenomena based on the vortex method. This method uses a localized vortex flow as a basic building block and combines those blocks to describe a whole ... -
An Art-Directed Wrinkle System for CG Character Clothing
(The Eurographics Association, 2005)We present a kinematic system for creating art-directed wrinkles on costumes for CG characters. This system employs a curve-based method for creating wrinkles on reference poses, which are incorporated into a weighted ... -
Autonomous Pedestrians
(The Eurographics Association, 2005)We address the difficult open problem of emulating the rich complexity of real pedestrians in urban environments. Our artificial life approach integrates motor, perceptual, behavioral, and cognitive components within a ... -
Adapted Unstructured LBM for Flow Simulation on Curved Surfaces
(The Eurographics Association, 2005)Flow motion on curved surfaces of arbitrary topology is an interesting visual effect but a complex dynamics to simulate. In this paper, we introduce a novel and effective way to model such dynamics. We propose a technique ... -
Behavior Planning for Character Animation
(The Eurographics Association, 2005)This paper explores a behavior planning approach to automatically generate realistic motions for animated characters. Motion clips are abstracted as high-level behaviors and associated with a behavior finite-state machine ... -
Imitation as a First Step to Social Learning in Synthetic Characters: A Graph-based Approach
(The Eurographics Association, 2005)The processes and representations used to generate the behavior of expressive virtual characters are a valuable and largely untapped resource for helping those characters make sense of the world around them. In this paper, ... -
Directable Animation of Elastic Objects
(The Eurographics Association, 2005)There is a crucial demand in the computer animation industry to make animations that blend animator-specified expressive motion with physics-based realism. We propose a novel framework to create directable animation of ... -
Morphable model of quadrupeds skeletons for animating 3D animals
(The Eurographics Association, 2005)Skeletons are at the core of 3D character animation. The goal of this work is to design a morphable model of 3D skeleton for four footed animals, controlled by a few intuitive parameters. This model enables the automatic ... -
Particle-based Viscoelastic Fluid Simulation
(The Eurographics Association, 2005)We present a new particle-based method for viscoelastic fluid simulation.We achieve realistic small-scale behavior of substances such as paint or mud as they splash on moving objects. Incompressibility and particle ... -
Simulation of Smoke based on Vortex Filament Primitives
(The Eurographics Association, 2005)We describe a method that permits the high performance simulation of fluid phenomena such as smoke, with highlevel control for the artist. Our key primitives are vortex filament and vortex ring: vorticity defines a flow ... -
Modeling and Animating Gases with Simulation Features
(The Eurographics Association, 2005)In modeling natural phenomena, artists often compromise the benefits of direct control for the visual realism of physics-based simulation. For gases, Eulerian simulations traditionally provide realistic results, but a poor ... -
Robust Quasistatic Finite Elements and Flesh Simulation
(The Eurographics Association, 2005)Quasistatic and implicit time integration schemes are typically employed to alleviate the stringent time step restrictions imposed by their explicit counterparts. However, both quasistatic and implicit methods are subject ...