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TOG
2008
122views more  TOG 2008»
10 years 1 months ago
Musculotendon simulation for hand animation
We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the tradi...
Shinjiro Sueda, Andrew Kaufman, Dinesh K. Pai
TOG
2008
123views more  TOG 2008»
10 years 1 months ago
Efficient multiple scattering in hair using spherical harmonics
Previous research has shown that a global multiple scattering simulation is needed to achieve physically realistic renderings of hair, particularly light-colored hair with low abs...
Jonathan T. Moon, Bruce Walter, Steve Marschner
TOG
2008
115views more  TOG 2008»
10 years 1 months ago
Animating developable surfaces using nonconforming elements
We present a new discretization for the physics-based animation of developable surfaces. Constrained to not deform at all in-plane but free to bend out-of-plane, these are an exce...
Elliot English, Robert Bridson
TOG
2008
134views more  TOG 2008»
10 years 1 months ago
Fast viscoelastic behavior with thin features
We introduce a method for efficiently animating a wide range of deformable materials. We combine a high resolution surface mesh with a tetrahedral finite element simulator that ma...
Christopher Wojtan, Greg Turk
TOG
2008
110views more  TOG 2008»
10 years 1 months ago
Interactive simulation of stylized human locomotion
Animating natural human motion in dynamic environments is difficult because of complex geometric and physical interactions. Simulation provides an automatic solution to parts of t...
Marco da Silva, Yeuhi Abe, Jovan Popovic
TOG
2008
98views more  TOG 2008»
10 years 1 months ago
Upright orientation of man-made objects
Humans usually associate an upright orientation with objects, placing them in a way that they are most commonly seen in our surroundings. While it is an open challenge to recover ...
Hongbo Fu, Daniel Cohen-Or, Gideon Dror, Alla Shef...
TOG
2008
156views more  TOG 2008»
10 years 1 months ago
Real-time motion retargeting to highly varied user-created morphologies
Character animation in video games--whether manually keyframed or motion captured--has traditionally relied on codifying skeletons early in a game's development, and creating...
Chris Hecker, Bernd Raabe, Ryan W. Enslow, John De...
TOG
2008
111views more  TOG 2008»
10 years 1 months ago
Clone attack! Perception of crowd variety
When simulating large crowds, it is inevitable that the models and motions of many virtual characters will be cloned. However, the perceptual impact of this trade-off has never be...
Rachel McDonnell, Michéal Larkin, Simon Dob...
TOG
2008
120views more  TOG 2008»
10 years 1 months ago
Markerless garment capture
A lot of research has recently focused on the problem of capturing the geometry and motion of garments. Such work usually relies on special markers printed on the fabric to establ...
Derek Bradley, Tiberiu Popa, Alla Sheffer, Wolfgan...
TOG
2008
78views more  TOG 2008»
10 years 1 months ago
Dynamic range independent image quality assessment
Tunç Ozan Aydin, Rafal Mantiuk, Karol Myszk...
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