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- ArticleJuly 2005
Fast and accurate goal-directed motion synthesis for crowds
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 291–300https://doi.org/10.1145/1073368.1073410This 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 in specified time intervals, ...
- ArticleJuly 2005
Behavior planning for character animation
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 271–280https://doi.org/10.1145/1073368.1073408This 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 (FSM) that defines the movement ...
- ArticleJuly 2005
Vortex fluid for gaseous phenomena
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 261–270https://doi.org/10.1145/1073368.1073406In 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 flow field. As a result, we ...
- ArticleJuly 2005
Fluids in deforming meshes
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 255–259https://doi.org/10.1145/1073368.1073405This paper describes a simple modification to an Eulerian fluid simulation that permits the underlying mesh to deform independent of the simulated fluid's motion. The modification consists of a straightforward adaptation of the commonly used semi-...
- ArticleJuly 2005
Adapted unstructured LBM for flow simulation on curved surfaces
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 245–254https://doi.org/10.1145/1073368.1073404Flow 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 that adapts a recently emerged ...
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- ArticleJuly 2005
Particle-based fluid-fluid interaction
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 237–244https://doi.org/10.1145/1073368.1073402The 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 of different types of ...
- ArticleJuly 2005
Taming liquids for rapidly changing targets
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 229–236https://doi.org/10.1145/1073368.1073401Following rapidly changing target objects is a challenging problem in fluid control, especially when the natural fluid motion should be preserved. The fluid should be responsive to the changing configuration of the target and, at the same time, its ...
- ArticleJuly 2005
Simple and efficient compression of animation sequences
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 209–217https://doi.org/10.1145/1073368.1073398We 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 for all vertices for a ...
- ArticleJuly 2005
Animosaics
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 201–208https://doi.org/10.1145/1073368.1073397Animated 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 of manually placing and then ...
- ArticleJuly 2005
Robust quasistatic finite elements and flesh simulation
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 181–190https://doi.org/10.1145/1073368.1073394Quasistatic 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 to hidden time step ...
- ArticleJuly 2005
Analyzing the physical correctness of interpolated human motion
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 171–180https://doi.org/10.1145/1073368.1073392Two 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 has been shown to produce ...
- ArticleJuly 2005
AER: aesthetic exploration and refinement for expressive character animation
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 161–170https://doi.org/10.1145/1073368.1073391Our 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, particularly for physically ...
- ArticleJuly 2005
Transferable videorealistic speech animation
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 143–151https://doi.org/10.1145/1073368.1073388Image-based videorealistic speech animation achieves significant visual realism at the cost of the collection of a large 5- to 10-minute video corpus from the specific person to be animated. This requirement hinders its use in broad applications, since ...
- ArticleJuly 2005
Morphable model of quadrupeds skeletons for animating 3D animals
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 135–142https://doi.org/10.1145/1073368.1073386Skeletons 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 generation of an animation ...
- ArticleJuly 2005
Directable animation of elastic objects
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 127–134https://doi.org/10.1145/1073368.1073385There 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 elastically deformable objects. ...
- ArticleJuly 2005
An art-directed wrinkle system for CG character clothing
- Lawrence D. Cutler,
- Reid Gershbein,
- Xiaohuan Corina Wang,
- Cassidy Curtis,
- Erwan Maigret,
- Luca Prasso,
- Peter Farson
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 117–125https://doi.org/10.1145/1073368.1073384We 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 matching algorithm that generates ...
- ArticleJuly 2005
Spatial keyframing for performance-driven animation
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 107–115https://doi.org/10.1145/1073368.1073383This paper introduces spatial keyframing, a technique for performance-driven character animation. In traditional temporal keyframing, key poses are defined at specific points in time: i.e., we define a map from a set key times to the configuration space ...
- ArticleJuly 2005
Modeling and animating gases with simulation features
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 97–105https://doi.org/10.1145/1073368.1073381In 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 representation for ...
- ArticleJuly 2005
An efficient search algorithm for motion data using weighted PCA
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 67–76https://doi.org/10.1145/1073368.1073377Good 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 to search automatically and ...
- ArticleJuly 2005
Pushing people around
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animationPages 59–66https://doi.org/10.1145/1073368.1073376We present an algorithm for animating characters being pushed by an external source such as a user or a game environment. We start with a collection of motions of a real person responding to being pushed. When a character is pushed, we synthesize new ...