Now showing items 1-20 of 35

    • Adapted Unstructured LBM for Flow Simulation on Curved Surfaces 

      Fan, Z.; Zhao, Y.; Kaufman, A.; He, Y. (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 ...
    • AER: Aesthetic Exploration and Refinement for Expressive Character Animation 

      Neff, Michael; Fiume, Eugene (The Eurographics Association, 2005)
      Our progress in the problem of making animated characters move expressively has been slow, and it persists in being among the most challenging in computer graphics. Simply attending to the low-level motion control problem, ...
    • Analyzing the Physical Correctness of Interpolated Human Motion 

      Safonova, Alla; Hodgins, Jessica K. (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 ...
    • Animosaics 

      Smithy, Kaleigh; Liuz, Yunjun; Klein, Allison (The Eurographics Association, 2005)
      Animated mosaics are a traditional form of stop-motion animation created by arranging and rearranging small objects or tiles from frame to frame. While this animation style is uniquely compelling, the traditional process ...
    • An Art-Directed Wrinkle System for CG Character Clothing 

      Cutler, Lawrence D.; Gershbein, Reid; Wang, Xiaohuan Corina; Curtis, Cassidy; Maigret, Erwan; Prasso, Luca (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 

      Shao, Wei; Terzopoulos, Demetri (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 ...
    • Behavior Planning for Character Animation 

      Lau, Manfred; Kuffner, James J. (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 ...
    • Capture and Synthesis of Insect Motion 

      Gibson, D. P.; Oziem, D. J.; Dalton, C. J.; Campbell, N. W. (The Eurographics Association, 2005)
      We present an integrated system that enables the capture and synthesis of 3D motions of small scale dynamic creatures, typically insects and arachnids, in order to drive computer generated models. The system consists of a ...
    • Directable Animation of Elastic Objects 

      Kondo, Ryo; Kanai, Takashi; Anjyo, Ken-ichi (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 ...
    • An Efficient Search Algorithm for Motion Data Using Weighted PCA 

      Forbes, K.; Fiume, E. (The Eurographics Association, 2005)
      Good motion data is costly to create. Such an expense often makes the reuse of motion data through transformation and retargetting a more attractive option than creating new motion from scratch. Reuse requires the ability ...
    • Fast and accurate goal-directed motion synthesis for crowds 

      Sung, Mankyu; Kovar, Lucas; Gleicher, Michael (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 

      Lai, Yu-Chi; Chenney, Stephen; Fan, Shao Hua (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 ...
    • Helping Hand: An Anatomically Accurate Inverse Dynamics Solution For Unconstrained Hand Motion 

      Tsang, Winnie; Singh, Karan; Fiume, Eugene (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. ...
    • Imitation as a First Step to Social Learning in Synthetic Characters: A Graph-based Approach 

      Buchsbaum, D.; Blumberg, B. (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, ...
    • Modeling and Animating Gases with Simulation Features 

      Schpok, Joshua; Dwyer, William; Ebert, David S. (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 ...
    • Morphable model of quadrupeds skeletons for animating 3D animals 

      Reveret, Lionel; Favreau, Laurent; Depraz, Christine; Cani, Marie-Paule (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 ...
    • Motion Modeling for On-Line Locomotion Synthesis 

      Kwon, Taesoo; Shiny, Sung Yong (The Eurographics Association, 2005)
      In this paper, we propose an example-based approach to on-line locomotion synthesis. Our approach consists of two parts: motion analysis and motion synthesis. In the motion analysis part, an unlabeled motion sequence is ...
    • Outside-In Anatomy Based Character Rigging 

      Pratscher, Michael; Coleman, Patrick; Laszlo, Joe; Singh, Karan (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 ...
    • Particle-Based Fluid-Fluid Interaction 

      Müller, Matthias; Solenthaler, Barbara; Keiser, Richard; Gross, Markus (The Eurographics Association, 2005)
      The interesting and complex behavior of fluids emerges mainly from interaction processes. While interactions of fluids with static or dynamic solids has caught some attention in computer graphics lately, the mutual interaction ...
    • Particle-Based Simulation of Granular Materials 

      Bell, Nathan; Yu, Yizhou; Mucha, Peter J. (The Eurographics Association, 2005)
      Granular materials, such as sand and grains, are ubiquitous. Simulating the 3D dynamic motion of such materials represents a challenging problem in graphics because of their unique physical properties. In this paper we ...