Browsing SCA 03: Eurographics/SIGGRAPH Symposium on Computer Animation by Issue Date
Now showing items 1-20 of 38
-
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 ... -
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 ... -
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 ... -
Interactive Physically Based Solid Dynamics
(The Eurographics Association, 2003)The interactive simulation of deformable solids has become a major working area in Computer Graphics. We present a sophisticated material law, better suited for dynamical computations than the standard approaches. As an ... -
Estimating Cloth Simulation Parameters from Video
(The Eurographics Association, 2003)Cloth simulations are notoriously difficult to tune due to the many parameters that must be adjusted to achieve the look of a particular fabric. In this paper, we present an algorithm for estimating the parameters of a ... -
Simulation of Clothing with Folds and Wrinkles
(The Eurographics Association, 2003)Clothing is a fundamental part of a character's persona, a key storytelling tool used to convey an intended impression to the audience. Draping, folding, wrinkling, stretching, etc. all convey meaning, and thus each is ... -
Visual Simulation of Ice Crystal Growth
(The Eurographics Association, 2003)The beautiful, branching structure of ice is one of the most striking visual phenomena of the winter landscape. Yet there is little study about modeling this effect in computer graphics. In this paper, we present a novel ... -
Advected Textures
(The Eurographics Association, 2003)Game and special effects artists like to rely on textures (image or procedural) to specify the details of surface aspect. In this paper, we address the problem of applying textures to animated fluids. The purpose is to ... -
Synthesizing Animatable Body Models with Parameterized Shape Modifications
(The Eurographics Association, 2003)Based on an existing modeller that can generate realistic and controllable whole-body models, we introduce our modifier synthesizer for obtaining higher level of manipulations of body models by using parameters such as fat ... -
Handrix: Animating the Human Hand
(The Eurographics Association, 2003)The human hand is a complex organ capable of both gross grasp and fine motor skills. Despite many successful high-level skeletal control techniques, animating realistic hand motion remains tedious and challenging. This ... -
A Practical Dynamics System
(The Eurographics Association, 2003)We present an effective production-proven dynamics system. It uses an explicit time differencing method that is efficient, reasonably accurate, conditionally stable, and above all simple to implement. We describe issues ... -
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 ... -
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 ... -
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 Example-Based Approach for Facial Expression Cloning
(The Eurographics Association, 2003)In this paper, we present a novel example-based approach for cloning facial expressions of a source model to a target model while reflecting the characteristic features of the target model in the resulting animation. Our ... -
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 ... -
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 ... -
Dynapack: Space-Time compression of the 3D animations of triangle meshes with fixed connectivity
(The Eurographics Association, 2003)Dynapack exploits space-time coherence to compress the consecutive frames of the 3D animations of triangle meshes of constant connectivity. Instead of compressing each frame independently (space-only compression) or ...