SCA 16: Posters

Permanent URI for this collection

Zurich, Switzerland | July 2016
Full Papers
Posters
Efficient Storyboarding in 3D Game Engines
Alexandros Gouvatsos, Zhidong Xiao, Keith Pang, Neil Marsden, Danny Van der Ark, Jerry Hibbert, and Jian J. Zhang
Creating a Realistic Face Image from a Cartoon Character
Masanori Nakamura, Shugo Yamaguchi, Tsukasa Fukusato, and Shigeo Morishima
Sketch-Based Per-Frame Inverse Kinematics
Mentar Mahmudi, Pawan Harish, Benoît Le Callennec, and Ronan Boulic
Data-driven Finger Motion Synthesis with Interactions
Moshe Bitan, Sophie Jörg, and Sarit Kraus
A Choreographic Authoring System for Character Dance Animation Reflecting a User's Preference
Ryo Kakitsuka, Kosetsu Tsukuda, Satoru Fukayama, Naoya Iwamoto, Masataka Goto, and Shigeo Morishima
Friction Sound Synthesis of Deformable Objects based on Adhesion Theory
Takayuki Nakatsuka and Shigeo Morishima

BibTeX (SCA 16: Posters)
@inproceedings{
10.2312:sca.20161241,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters},
editor = {
Jan Bender
}, title = {{
Efficient Storyboarding in 3D Game Engines}},
author = {
Gouvatsos, Alexandros
 and
Xiao, Zhidong
 and
Pang, Keith
 and
Marsden, Neil
 and
Ark, Danny Van der
 and
Hibbert, Jerry
 and
Zhang, Jian J.
}, year = {
2016},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-020-8},
DOI = {
10.2312/sca.20161241}
}
@inproceedings{
10.2312:sca.20161242,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters},
editor = {
Jan Bender
}, title = {{
Creating a Realistic Face Image from a Cartoon Character}},
author = {
Nakamura, Masanori
 and
Yamaguchi, Shugo
 and
Fukusato, Tsukasa
 and
Morishima, Shigeo
}, year = {
2016},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-020-8},
DOI = {
10.2312/sca.20161242}
}
@inproceedings{
10.2312:sca.20161244,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters},
editor = {
Jan Bender
}, title = {{
Data-driven Finger Motion Synthesis with Interactions}},
author = {
Bitan, Moshe
 and
Jörg, Sophie
 and
Kraus, Sarit
}, year = {
2016},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-020-8},
DOI = {
10.2312/sca.20161244}
}
@inproceedings{
10.2312:sca.20161243,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters},
editor = {
Jan Bender
}, title = {{
Sketch-Based Per-Frame Inverse Kinematics}},
author = {
Mahmudi, Mentar
 and
Harish, Pawan
 and
Callennec, Benoît Le
 and
Boulic, Ronan
}, year = {
2016},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-020-8},
DOI = {
10.2312/sca.20161243}
}
@inproceedings{
10.2312:sca.20161245,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters},
editor = {
Jan Bender
}, title = {{
A Choreographic Authoring System for Character Dance Animation Reflecting a User's Preference}},
author = {
Kakitsuka, Ryo
 and
Tsukuda, Kosetsu
 and
Fukayama, Satoru
 and
Iwamoto, Naoya
 and
Goto, Masataka
 and
Morishima, Shigeo
}, year = {
2016},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-020-8},
DOI = {
10.2312/sca.20161245}
}
@inproceedings{
10.2312:sca.20161246,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters},
editor = {
Jan Bender
}, title = {{
Friction Sound Synthesis of Deformable Objects based on Adhesion Theory}},
author = {
Nakatsuka, Takayuki
 and
Morishima, Shigeo
}, year = {
2016},
publisher = {
The Eurographics Association},
ISBN = {978-3-03868-020-8},
DOI = {
10.2312/sca.20161246}
}

Browse

Recent Submissions

Now showing 1 - 7 of 7
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    SCA 2016 Posters: Frontmatter
    (Eurographics Association, 2016) Jan Bender;
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    Efficient Storyboarding in 3D Game Engines
    (The Eurographics Association, 2016) Gouvatsos, Alexandros; Xiao, Zhidong; Pang, Keith; Marsden, Neil; Ark, Danny Van der; Hibbert, Jerry; Zhang, Jian J.; Jan Bender
    Getting an accurate match between initial storyboards and the 3D layout is difficult, given today's reality of multi-site productions. While big studios have the luxury of re-iterating over the 3D layout of a shot, smaller studios with smaller budgets have limited attempts to get it right. Going back to make corrections is the difference between delivering on time or going over budget. Studios can avoid mistakes and deliver on time by storyboarding directly in 3D, with the help of game engines. Thousands of minutes of animation have been created in this way, for productions such as "Bob the Builder" and "Tree Fu Tom".
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    Creating a Realistic Face Image from a Cartoon Character
    (The Eurographics Association, 2016) Nakamura, Masanori; Yamaguchi, Shugo; Fukusato, Tsukasa; Morishima, Shigeo; Jan Bender
    We propose a method of creating a realistic face image from a 2D non-realistic character such as a cartoon. Our system allows us to create a high quality face image that is applicable for some application such as 3D character animation. Our system uses two key algorithms; one is an algorithm for synthesizing a novel face image without the warping process, and the other is a searching algorithm, which search each optimal patch from the database based on gradient distribution.
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    Data-driven Finger Motion Synthesis with Interactions
    (The Eurographics Association, 2016) Bitan, Moshe; Jörg, Sophie; Kraus, Sarit; Jan Bender
    The film and video-game industries' rapidly increasing demand for realistic virtual characters is pushing for the development of fast and efficient character animation techniques. The use of motion capture has become an industry standard. While motion capture systems allow the production of high fidelity full-body motions, in most cases, the complex finger movements are later animated manually. Several methods have been suggested to automatically synthesize finger motions.
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    Sketch-Based Per-Frame Inverse Kinematics
    (The Eurographics Association, 2016) Mahmudi, Mentar; Harish, Pawan; Callennec, Benoît Le; Boulic, Ronan; Jan Bender
    We present a method that uses a sketch-based interface in conjunction with a parallelized per-frame inverse kinematics (Parallel- PFIK) method for the purpose of motion editing. The artist creates and edits 3D constraints through an intuitive and easy to use 2D interface. These constraints are passed to Parallel-PFIK in order to solve for the joint angles of the character in a fast and efficient manner. Parallel-PFIK employs multicore processors and current generation GPUs extending parallel damped least squares inverse kinematics to multiple frames in order to solve the entire animation in real time. Our method allows users to create and edit 3D animations using an intuitive 2D sketch-based interface bringing 2D artist into 3D character animation.
  • Item
    A Choreographic Authoring System for Character Dance Animation Reflecting a User's Preference
    (The Eurographics Association, 2016) Kakitsuka, Ryo; Tsukuda, Kosetsu; Fukayama, Satoru; Iwamoto, Naoya; Goto, Masataka; Morishima, Shigeo; Jan Bender
    We propose a new system for constructing character dance animation by considering animator's preferences. First, a user of the proposed system assigns a preferred motion, obtained through a searching algorithm, to arbitrary part in the music. Then the proposed system automatically assigns motions to the other remaining parts of the music by using motions in a database. By this system, we can create a new dance performance for character animation considering a user's preference.
  • Item
    Friction Sound Synthesis of Deformable Objects based on Adhesion Theory
    (The Eurographics Association, 2016) Nakatsuka, Takayuki; Morishima, Shigeo; Jan Bender
    Friction sound is one of the closest sounds for us in any situations. Most of those sounds are created by Foley artists in computer animations. However, synthesizing sounds in all scenes need technical skills and take high costs. In this research, we propose a novel physically-based approach to synthesize various kinds of friction sounds based on dynamics simulation.