SCA 03: Eurographics/SIGGRAPH Symposium on Computer Animation
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Sound-by-Numbers: Motion-Driven Sound Synthesis
(The Eurographics Association, 2003)We present the first algorithm for automatically generating soundtracks for input animation based on other animations' soundtrack. This technique can greatly simplify the production of soundtracks in computer animation and ... -
FootSee: an Interactive Animation System
(The Eurographics Association, 2003)We present an intuitive animation interface that uses a foot pressure sensor pad to interactively control avatars for video games, virtual reality, and low-cost performance-driven animation. During an offline training ... -
Stylizing Motion with Drawings
(The Eurographics Association, 2003)In this paper, we provide a method that injects the expressive shape deformations common in traditional 2D animation into an otherwise rigid 3D motion captured animation. We allow a traditional animator to modify frames ... -
A Sketching Interface for Articulated Figure Animation
(The Eurographics Association, 2003)We introduce a new interface for rapidly creating 3D articulated figure animation, from 2D sketches of the character in the desired key frame poses. Since the exact 3D animation corresponding to a set of 2D drawings is ... -
Interactive Control of Component-based Morphing
(The Eurographics Association, 2003)This paper presents an interactive morphing framework to empower users to conveniently and effectively control the whole morphing process. Although research on mesh morphing has reached a state where most computational ... -
Constrained Animation of Flocks
(The Eurographics Association, 2003)Group behaviors are widely used in animation, yet it is difficult to impose hard constraints on their behavior. We describe a new technique for the generation of constrained group animations that improves on existing ... -
A Scenario Language to orchestrate Virtual World Evolution
(The Eurographics Association, 2003)Behavioural animation techniques provide autonomous characters with the ability to react credibly in interactive simulations. The direction of these autonomous agents is inherently complex. Typically, simulations evolve ... -
Trackable Surfaces
(The Eurographics Association, 2003)We introduce a novel approach for real-time non-rigid surface acquisition based on tracking quad marked surfaces. The color-identified quad arrangement allows for automatic feature correspondence, tracking initialization, ... -
A 2-Stages Locomotion Planner for Digital Actors
(The Eurographics Association, 2003)This paper presents a solution to the locomotion planning problem for digital actors. The solution is based both on probabilistic motion planning and on motion capture blending and warping. The paper describes the various ... -
Mapping optical motion capture data to skeletal motion using a physical model
(The Eurographics Association, 2003)Motion capture has become a premiere technique for animation of humanlike characters. To facilitate its use, researchers have focused on the manipulation of data for retargeting, editing, combining, and reusing motion ... -
On Creating Animated Presentations
(The Eurographics Association, 2003)Computers are used to display visuals for millions of live presentations each day, and yet only the tiniest fraction of these make any real use of the powerful graphics hardware available on virtually all of today s machines. ... -
Generating Flying Creatures using Body-Brain Co-Evolution
(The Eurographics Association, 2003)This paper describes a system that produces double-winged flying creatures using body-brain co-evolution without need of complex flapping flight aerodynamics. While artificial life techniques have been used to create a ... -
Adaptive Wisp Tree - a multiresolution control structure for simulating dynamic clustering in hair motion
(The Eurographics Association, 2003)Realistic animation of long human hair is difficult due to the number of hair strands and to the complexity of their interactions. Existing methods remain limited to smooth, uniform, and relatively simple hair motion. We ... -
Flexible Automatic Motion Blending with Registration Curves
(The Eurographics Association, 2003)Many motion editing algorithms, including transitioning and multitarget interpolation, can be represented as instances of a more general operation called motion blending. We introduce a novel data structure called a ... -
An Evaluation of a Cost Metric for Selecting Transitions between Motion Segments
(The Eurographics Association, 2003)Designing a rich repertoire of behaviors for virtual humans is an important problem for virtual environments and computer games. One approach to designing such a repertoire is to collect motion capture data and pre-process ... -
Unsupervised Learning for Speech Motion Editing
(The Eurographics Association, 2003)We present a new method for editing speech related facial motions. Our method uses an unsupervised learning technique, Independent Component Analysis (ICA), to extract a set of meaningful parameters without any annotation ... -
Aesthetic Edits For Character Animation
(The Eurographics Association, 2003)The utility of an interactive tool can be measured by how pervasively it is embedded into a user's work flow. Tools for artists additionally must provide an appropriate level of control over expressive aspects of their ... -
Vision-based Control of 3D Facial Animation
(The Eurographics Association, 2003)Controlling and animating the facial expression of a computer-generated 3D character is a difficult problem because the face has many degrees of freedom while most available input devices have few. In this paper, we show ... -
Geometry-Driven Photorealistic Facial Expression Synthesis
(The Eurographics Association, 2003)Expression mapping (also called performance driven animation) has been a popular method to generate facial animations. One shortcoming of this method is that it does not generate expression details such as the wrinkles due ... -
Learning Controls for Blend Shape Based Realistic Facial Animation
(The Eurographics Association, 2003)Blend shape animation is the method of choice for keyframe facial animation: a set of blend shapes (key facial expressions) are used to define a linear space of facial expressions. However, in order to capture a significant ...