Now showing items 21-37 of 37

    • Momentum-based Parameterization of Dynamic Character Motion 

      Abe, Yeuhi; Liu, C. Karen; Popovic, Zoran (The Eurographics Association, 2004)
      This paper presents a system for rapid editing of highly dynamic motion capture data. At the heart of this system is an optimization algorithm that can transform the captured motion so that it satisfies high-level user ...
    • Interactive Motion Deformation with Prioritized Constraints 

      Callennec, Benoît Le; Boulic, Ronan (The Eurographics Association, 2004)
      In this paper, we present an interactive motion deformation method to modify animations so that they satisfy a set of prioritized constraints. Our approach successfully handles the problem of retargetting, adjusting a ...
    • Decomposing Cloth 

      Boxerman, Eddy; Ascher, Uri (The Eurographics Association, 2004)
      Implicit schemes have become the standard for integrating the equations of motion in cloth simulation. These schemes, however, require the solution of a system representing the entire, fully connected cloth mesh at each ...
    • Point Based Animation of Elastic, Plastic and Melting Objects 

      Müller, Matthias; Keiser, Richard; Nealen, Andrew; Pauly, Mark; Gross, Markus; Alexa, Marc (The Eurographics Association, 2004)
      We present a method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic. Both the volume and the surface representation are ...
    • Invertible Finite Elements for Robust Simulation of Large Deformation 

      Irving, Geoffrey; Teran, Joseph; Fedkiw, Ron (The Eurographics Association, 2004)
      We present an algorithm for the finite element simulation of elastoplastic solids which is capable of robustly and efficiently handling arbitrarily large deformation. In fact, our model remains valid even when large parts ...
    • Collision Between Deformable Objects Using Fast-Marching on Tetrahedral Models 

      Marchal, Damien; Aubert, Fabrice; Chaillou, Christophe (The Eurographics Association, 2004)
      This paper presents an approach to handling collision between deformable objects using tetrahedral decomposition. The tetrahedral volumetric model is often used to simulate deformable objects that handle cuts and splits. ...
    • Quasi-Rigid Objects in Contact 

      Pauly, Mark; Pai, Dinesh K.; Guibas, Leonidas J. (The Eurographics Association, 2004)
      We investigate techniques for modeling contact between quasi-rigid objects ? solids that undergo modest deformation in the vicinity of a contact, while the overall object still preserves its basic shape. The quasi-rigid ...
    • Enriching a Motion Collection by Transplanting Limbs 

      Ikemoto, Leslie; Forsyth, David A. (The Eurographics Association, 2004)
      This paper describes a method that can significantly increase the size of a collection of motion observations by cutting limbs from one motion sequence and attaching them to another. Not all such transplants are successful, ...
    • Evaluating Motion Graphs for Character Navigation 

      Reitsma, Paul S. A.; Pollard, Nancy S. (The Eurographics Association, 2004)
      Realistic and directable humanlike characters are an ongoing goal in animation. Motion graph data structures hold much promise for achieving this goal. However, the quality of the results obtained from a motion graph may ...
    • Precomputing Avatar Behavior from Human Motion Data 

      Lee, Jehee; Lee, Kang Hoon (The Eurographics Association, 2004)
      Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation ...
    • Example-Based Control of Human Motion 

      Hsu, Eugene; Gentry, Sommer; Popovic, Jovan (The Eurographics Association, 2004)
      In human motion control applications, the mapping between a control specification and an appropriate target motion often defies an explicit encoding.We present a method that allows such a mapping to be defined by example, ...
    • System for Authoring Highly Interactive, Personality-Rich Interactive Characters 

      Loyall, A. Bryan; Reilly, W. Scott Neal; Bates, Joseph; Weyhrauch, Peter (The Eurographics Association, 2004)
      We describe an innovative system for authoring expressive, fully autonomous interactive characters. The focus of our work is creating a system to allow rich authoring that captures as much of the artistic intent of the ...
    • Methods for Exploring Expressive Stance 

      Neff, Michael; Fiume, Eugene (The Eurographics Association, 2004)
      The postures a character adopts over time are a key expressive aspect of her movement. While IK tools help a character achieve positioning constraints, there are few tools that help an animator with the expressive aspects ...
    • Layered Dynamic Control for Interactive Character Swimming 

      Yang, Po-Feng; Laszlo, Joe; Singh, Karan (The Eurographics Association, 2004)
      This paper proposes a layered strategy for controlling character motion in a dynamically varying environment. We illustrate this approach in the context of a physically simulated human swimmer. The swimmer attempts to ...
    • Breathe Easy: Model and control of simulated respiration for animation 

      Zordan, Victor B.; Celly, Bhrigu; Chiu, Bill; DiLorenzo, Paul C. (The Eurographics Association, 2004)
      Animation of the breath has been largely ignored by the graphics community, even though it is a signature movement of the human body and an indicator for lifelike motion. In this paper, we present an anatomically inspired, ...
    • Finding Paths for Coherent Groups using Clearance 

      Kamphuis, Arno; Overmars, Mark H. (The Eurographics Association, 2004)
      Virtual environment are often populated with moving units and the paths for these units should be planned. When multiple units need to exhibit coherent behavior in a cluttered environment, current techniques often fail, ...
    • Autonomous Behaviors for Interactive Vehicle Animations 

      Go, Jared; Vu, Thuc; Kuffner, James (The Eurographics Association, 2004)
      We present a method for synthesizing animations of autonomous space, water, and land-based vehicles in games or other interactive simulations. Controlling the motion of such vehicles to achieve a desirable behavior is ...