SCA 11: Eurographics/SIGGRAPH Symposium on Computer Animation

Permanent URI for this collection


A Particle-based Method for Preserving Fluid Sheets

Ando, Ryoichi
Tsuruno, Reiji

A Level-set Method for Skinning Animated Particle Data

Bhatacharya, Haimasree
Gao, Yue
Bargteil, Adam

SPH Granular Flow with Friction and Cohesion

Alduán, Iván
Otaduy, Miguel A.

Hybrid Smoothed Particle Hydrodynamics

Raveendrany, Karthik
Wojtanz, Chris
Turk, Greg

Simulating Heterogeneous Crowd BehaviorsUsing Personality Trait Theory

Guy, Stephen J.
Kim, Sujeong
Lin, Ming C.
Manocha, Dinesh

Scenario Space:Characterizing Coverage, Quality, and Failure of SteeringAlgorithms

Kapadia, Mubbasir
Wang, Matt
Singh, Shawn
Reinman, Glenn
Faloutsos, Petros

Physics-based Character Skinningusing Multi-Domain Subspace Deformations

Kimy, Theodore
James, Doug L.

Controllable Hand Deformation from Sparse Examples with Rich Details

Huang, Haoda
Zhao, Ling
Yin, KangKang
Qi, Yue
Yu, Yizhou
Tong, Xin

A Multigrid Fluid Pressure SolverHandling Separating Solid Boundary Conditions

Chentanez, Nuttapong
Müller, Matthias

Mass and Momentum Conservation for Fluid Simulation

Lentine, Michael
Aanjaneya, Mridul
Fedkiw, Ronald

Mathematical Foundation of the Optimization-based Fluid Animation Method

Erleben, Kenny
Misztal, Marek Krzysztof
Bæren, J. Andreas

A Simple Finite Volume Method for Adaptive Viscous Liquids

Batty, Christopher
Houston, Ben

A Data-driven Appearance Model for Human Fatigue

Jr., Joseph T. Kider
Pollock, Kaitlin
Safonova, Alla

Human Motion Reconstruction from Force Sensors

Ha, Sehoon
Bai, Yunfei
Liu, C. Karen

Practical Color-Based Motion Capture

Wang, Robert
Paris, Sylvain
Popovi, Jovan

A Puppet Interface for Retrieval of Motion Capture Data

Numaguchi, Naoki
Nakazawa, Atsushi
Shiratori, Takaaki
Hodgins, Jessica K.

Real-Time Classification of Dance Gesturesfrom Skeleton Animation

Raptis, Michalis
Kirovski, Darko
Hoppe, Hugues

Procedural Fluid Modeling of Explosion PhenomenaBased on Physical Properties

Kawada, Genichi
Kanai, Takashi

Preview-based Sampling for Controlling Gaseous Simulations

Huangy, Ruoguan
Melekz, Zeki
Keyser, John

Graph-based Fire Synthesis

Zhang, Yubo
Correa, Carlos D.
Ma, Kwan-Liu

Content Retargeting Using Parameter-Parallel Facial Layers

Kholgade, Natasha
Matthews, Iain
Sheikh, Yaser

Facial Cartography: Interactive Scan Correspondence

Wilson, Cyrus A.
Alexander, Oleg
Tunwattanapong, Borom
Ghosh, Pieter PeersAbhijeet
Busch, Jay
Hartholt, Arno
Debevec, Paul

Real-time Facial Animation from Live Video Tracking

Rhee, Taehyun
Hwang, Youngkyoo
Kim, James Dokyoon
Kim, Changyeong

Optimization for Sag-Free Simulations

Twigg, Christopher D.
Kacic-Alesic, Zoran

Robust Real-Time Deformation of Incompressible Surface Meshes

Diziol, R.
Bender, J.
Bayer, D.

Asynchronous Integration with Phantom Meshes

Harmony, David
Zhou, Qingnan
Zorin, Denis

Element-Wise Mixed Implicit-Explicit Integration for Stable Dynamic Simulation of Deformable Objects

Fierz, B.
Spillmann, J.
Harders, M.

Biomechanically-Inspired Motion Path Editing

Lockwood, Noah
Singh, Karan

Spacetime Vertex Constraints for Dynamically-based Adaptation of Motion-Captured Animation

O'Brien, C.
Dingliana, J.
Collins, S.

Perceptual evaluation of footskate cleanup

Pra ák, Martin
Hoyet, Ludovic
O'Sullivan, Carol


BibTeX (SCA 11: Eurographics/SIGGRAPH Symposium on Computer Animation)
@inproceedings{
10.2312:SCA/SCA11/007-016,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
A Particle-based Method for Preserving Fluid Sheets}},
author = {
Ando, Ryoichi
 and
Tsuruno, Reiji
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/007-016}
}
@inproceedings{
10.2312:SCA/SCA11/017-024,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
A Level-set Method for Skinning Animated Particle Data}},
author = {
Bhatacharya, Haimasree
 and
Gao, Yue
 and
Bargteil, Adam
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/017-024}
}
@inproceedings{
10.2312:SCA/SCA11/025-032,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
SPH Granular Flow with Friction and Cohesion}},
author = {
Alduán, Iván
 and
Otaduy, Miguel A.
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/025-032}
}
@inproceedings{
10.2312:SCA/SCA11/033-042,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Hybrid Smoothed Particle Hydrodynamics}},
author = {
Raveendrany, Karthik
 and
Wojtanz, Chris
 and
Turk, Greg
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/033-042}
}
@inproceedings{
10.2312:SCA/SCA11/043-052,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Simulating Heterogeneous Crowd BehaviorsUsing Personality Trait Theory}},
author = {
Guy, Stephen J.
 and
Kim, Sujeong
 and
Lin, Ming C.
 and
Manocha, Dinesh
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/043-052}
}
@inproceedings{
10.2312:SCA/SCA11/053-062,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Scenario Space:Characterizing Coverage, Quality, and Failure of SteeringAlgorithms}},
author = {
Kapadia, Mubbasir
 and
Wang, Matt
 and
Singh, Shawn
 and
Reinman, Glenn
 and
Faloutsos, Petros
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/053-062}
}
@inproceedings{
10.2312:SCA/SCA11/063-072,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Physics-based Character Skinningusing Multi-Domain Subspace Deformations}},
author = {
Kimy, Theodore
 and
James, Doug L.
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/063-072}
}
@inproceedings{
10.2312:SCA/SCA11/073-082,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Controllable Hand Deformation from Sparse Examples with Rich Details}},
author = {
Huang, Haoda
 and
Zhao, Ling
 and
Yin, KangKang
 and
Qi, Yue
 and
Yu, Yizhou
 and
Tong, Xin
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/073-082}
}
@inproceedings{
10.2312:SCA/SCA11/083-090,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
A Multigrid Fluid Pressure SolverHandling Separating Solid Boundary Conditions}},
author = {
Chentanez, Nuttapong
 and
Müller, Matthias
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/083-090}
}
@inproceedings{
10.2312:SCA/SCA11/091-100,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Mass and Momentum Conservation for Fluid Simulation}},
author = {
Lentine, Michael
 and
Aanjaneya, Mridul
 and
Fedkiw, Ronald
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/091-100}
}
@inproceedings{
10.2312:SCA/SCA11/101-110,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Mathematical Foundation of the Optimization-based Fluid Animation Method}},
author = {
Erleben, Kenny
 and
Misztal, Marek Krzysztof
 and
Bæren, J. Andreas
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/101-110}
}
@inproceedings{
10.2312:SCA/SCA11/111-118,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
A Simple Finite Volume Method for Adaptive Viscous Liquids}},
author = {
Batty, Christopher
 and
Houston, Ben
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/111-118}
}
@inproceedings{
10.2312:SCA/SCA11/119-128,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
A Data-driven Appearance Model for Human Fatigue}},
author = {
Jr., Joseph T. Kider
 and
Pollock, Kaitlin
 and
Safonova, Alla
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/119-128}
}
@inproceedings{
10.2312:SCA/SCA11/129-138,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Human Motion Reconstruction from Force Sensors}},
author = {
Ha, Sehoon
 and
Bai, Yunfei
 and
Liu, C. Karen
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/129-138}
}
@inproceedings{
10.2312:SCA/SCA11/139-146,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Practical Color-Based Motion Capture}},
author = {
Wang, Robert
 and
Paris, Sylvain
 and
Popovi, Jovan
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/139-146}
}
@inproceedings{
10.2312:SCA/SCA11/157-166,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
A Puppet Interface for Retrieval of Motion Capture Data}},
author = {
Numaguchi, Naoki
 and
Nakazawa, Atsushi
 and
Shiratori, Takaaki
 and
Hodgins, Jessica K.
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/157-166}
}
@inproceedings{
10.2312:SCA/SCA11/147-156,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Real-Time Classification of Dance Gesturesfrom Skeleton Animation}},
author = {
Raptis, Michalis
 and
Kirovski, Darko
 and
Hoppe, Hugues
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/147-156}
}
@inproceedings{
10.2312:SCA/SCA11/167-176,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Procedural Fluid Modeling of Explosion PhenomenaBased on Physical Properties}},
author = {
Kawada, Genichi
 and
Kanai, Takashi
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/167-176}
}
@inproceedings{
10.2312:SCA/SCA11/177-186,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Preview-based Sampling for Controlling Gaseous Simulations}},
author = {
Huangy, Ruoguan
 and
Melekz, Zeki
 and
Keyser, John
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/177-186}
}
@inproceedings{
10.2312:SCA/SCA11/187-194,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Graph-based Fire Synthesis}},
author = {
Zhang, Yubo
 and
Correa, Carlos D.
 and
Ma, Kwan-Liu
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/187-194}
}
@inproceedings{
10.2312:SCA/SCA11/195-204,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Content Retargeting Using Parameter-Parallel Facial Layers}},
author = {
Kholgade, Natasha
 and
Matthews, Iain
 and
Sheikh, Yaser
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/195-204}
}
@inproceedings{
10.2312:SCA/SCA11/205-214,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Facial Cartography: Interactive Scan Correspondence}},
author = {
Wilson, Cyrus A.
 and
Alexander, Oleg
 and
Tunwattanapong, Borom
 and
Ghosh, Pieter PeersAbhijeet
 and
Busch, Jay
 and
Hartholt, Arno
 and
Debevec, Paul
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/205-214}
}
@inproceedings{
10.2312:SCA/SCA11/215-224,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Real-time Facial Animation from Live Video Tracking}},
author = {
Rhee, Taehyun
 and
Hwang, Youngkyoo
 and
Kim, James Dokyoon
 and
Kim, Changyeong
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/215-224}
}
@inproceedings{
10.2312:SCA/SCA11/225-236,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Optimization for Sag-Free Simulations}},
author = {
Twigg, Christopher D.
 and
Kacic-Alesic, Zoran
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/225-236}
}
@inproceedings{
10.2312:SCA/SCA11/237-246,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Robust Real-Time Deformation of Incompressible Surface Meshes}},
author = {
Diziol, R.
 and
Bender, J.
 and
Bayer, D.
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/237-246}
}
@inproceedings{
10.2312:SCA/SCA11/247-256,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Asynchronous Integration with Phantom Meshes}},
author = {
Harmony, David
 and
Zhou, Qingnan
 and
Zorin, Denis
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/247-256}
}
@inproceedings{
10.2312:SCA/SCA11/257-266,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Element-Wise Mixed Implicit-Explicit Integration for Stable Dynamic Simulation of Deformable Objects}},
author = {
Fierz, B.
 and
Spillmann, J.
 and
Harders, M.
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/257-266}
}
@inproceedings{
10.2312:SCA/SCA11/267-276,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Biomechanically-Inspired Motion Path Editing}},
author = {
Lockwood, Noah
 and
Singh, Karan
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/267-276}
}
@inproceedings{
10.2312:SCA/SCA11/277-286,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Spacetime Vertex Constraints for Dynamically-based Adaptation of Motion-Captured Animation}},
author = {
O'Brien, C.
 and
Dingliana, J.
 and
Collins, S.
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/277-286}
}
@inproceedings{
10.2312:SCA/SCA11/287-294,
booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {
A. Bargteil and M. van de Panne
}, title = {{
Perceptual evaluation of footskate cleanup}},
author = {
Pra ák, Martin
 and
Hoyet, Ludovic
 and
O'Sullivan, Carol
}, year = {
2011},
publisher = {
The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-4503-0923-3},
DOI = {
10.2312/SCA/SCA11/287-294}
}

Browse

Recent Submissions

Now showing 1 - 30 of 30
  • Item
    A Particle-based Method for Preserving Fluid Sheets
    (The Eurographics Association, 2011) Ando, Ryoichi; Tsuruno, Reiji; A. Bargteil and M. van de Panne
    We present a new particle-based method that explicitly preserves thin fluid sheets for animating liquids. Our primary contribution is a meshless particle-based framework that splits at thin points and collapses at dense points to prevent the breakup of liquid. In contrast to existing surface tracking methods, the proposed framework does notsuffer from numerical diffusion or tangles, and robustly handles topology changes by the meshless representation. As the underlying fluid model, we use Fluid-Implicit-Particle (FLIP) with weak spring forces to generate smooth particle-based liquid animation that maintains an even spatial particle distribution in the presence of eddying or inertial motions. The thin features are detected by examining stretches of distributions of neighboring particles by performing Principle Component Analysis (PCA), which is used to reconstruct thin surfaces with anisotropic kernels. Our algorithm is intuitively implemented, easy to parallelize and capable of producing visually complex thin liquid animations.
  • Item
    A Level-set Method for Skinning Animated Particle Data
    (The Eurographics Association, 2011) Bhatacharya, Haimasree; Gao, Yue; Bargteil, Adam; A. Bargteil and M. van de Panne
    In this paper, we present a straightforward, easy to implement method for particle skinning-generating surfaces from animated particle data. We cast the problem in terms of constrained optimization and solve the optimization using a level-set approach. The optimization seeks to minimize the thin-plate energy of the surface, while stayingbetween surfaces defined by the union of spheres centered at the particles. Our approach skins each frame independently while preserving the temporal coherence of the underlying particle animation. Thus, it is well-suited for environments where particle skinning is treated as a post-process, with each frame generated in parallel. We demonstrate our method on data generated by a variety of fluid simulation techniques and simple particle systems.
  • Item
    SPH Granular Flow with Friction and Cohesion
    (The Eurographics Association, 2011) Alduán, Iván; Otaduy, Miguel A.; A. Bargteil and M. van de Panne
    Combining mechanical properties of solids and fluids, granular materials pose important challenges for the design of algorithms for realistic animation. In this paper, we present a simulation algorithm based on smoothed particle hydrodynamics (SPH) that succeeds in modeling important features of the behavior of granular materials. These features are unilateral incompressibility, friction and cohesion. We extend an existing unilateral incompressibility formulation to be added at almost no effort to an existing SPH-based algorithm for fluids. The main advantages of this extension are the ease of implementation, the lack of grid artifacts, and the simple two-way coupling with other objects. Our friction and cohesion models can also be incorporated in a seamless manner in the overall SPHsimulation algorithm.
  • Item
    Hybrid Smoothed Particle Hydrodynamics
    (The Eurographics Association, 2011) Raveendrany, Karthik; Wojtanz, Chris; Turk, Greg; A. Bargteil and M. van de Panne
    We present a new algorithm for enforcing incompressibility for Smoothed Particle Hydrodynamics (SPH) by preserving uniform density across the domain. We propose a hybrid method that uses a Poisson solve on a coarse grid to enforce a divergence free velocity field, followed by a local density correction of the particles. This avoids typical grid artifacts and maintains the Lagrangian nature of SPH by directly transferring pressures onto particles.Our method can be easily integrated with existing SPH techniques such as the incompressible PCISPH method as well as weakly compressible SPH by adding an additional force term. We show that this hybrid method accelerates convergence towards uniform density and permits a significantly larger time step compared to earlier approaches while producing similar results. We demonstrate our approach in a variety of scenarios with significant pressuregradients such as splashing liquids.
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    Simulating Heterogeneous Crowd BehaviorsUsing Personality Trait Theory
    (The Eurographics Association, 2011) Guy, Stephen J.; Kim, Sujeong; Lin, Ming C.; Manocha, Dinesh; A. Bargteil and M. van de Panne
    We present a new technique to generate heterogeneous crowd behaviors using personality trait theory. Our formulation is based on adopting results of a user study to derive a mapping from crowd simulation parameters to the perceived behaviors of agents in computer-generated crowd simulations. We also derive a linear mapping between simulation parameters and personality descriptors corresponding to the well-established Eysenck Threefactor personality model. Furthermore, we propose a novel two-dimensional factorization of perceived personality in crowds based on a statistical analysis of the user study results. Finally, we demonstrate that our mappings and factorizations can be used to generate heterogeneous crowd behaviors in different settings.
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    Scenario Space:Characterizing Coverage, Quality, and Failure of SteeringAlgorithms
    (The Eurographics Association, 2011) Kapadia, Mubbasir; Wang, Matt; Singh, Shawn; Reinman, Glenn; Faloutsos, Petros; A. Bargteil and M. van de Panne
    Navigation and steering in complex dynamically changing environments is a challenging research problem, and a fundamental aspect of immersive virtual worlds. While there exist a wide variety of approaches for navigation and steering, there is no definitive solution for evaluating and analyzing steering algorithms. Evaluating a steering algorithm involves two major challenges: (a) characterizing and generating the space of possible scenarios thatthe algorithm must solve, and (b) defining evaluation criteria (metrics) and applying them to the solution. In this paper, we address both of these challenges. First, we characterize and analyze the complete space of steering scenarios that an agent may encounter in dynamic situations. Then, we propose the representative scenario space and a sampling method that can generate subsets of the representative space with good statistical properties. Wealso propose a new set of metrics and a statistically robust approach to determining the coverage and the quality of a steering algorithm in this space. We demonstrate the effectiveness of our approach on three state of the art techniques. Our results show that these methods can only solve 60% of the scenarios in the representative scenariospace.
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    Physics-based Character Skinningusing Multi-Domain Subspace Deformations
    (The Eurographics Association, 2011) Kimy, Theodore; James, Doug L.; A. Bargteil and M. van de Panne
    We propose a domain-decomposition method to simulate articulated deformable characters entirely within a subspace framework. The method supports quasistatic and dynamic deformations, nonlinear kinematics and materials, and can achieve interactive time-stepping rates. To avoid artificial rigidity, or locking, associated with coupling low-rank domain models together with hard constraints, we employ penalty-based coupling forces. Themulti-domain subspace integrator can simulate deformations efficiently, and exploits efficient subspace-only evaluation of constraint forces between rotated domains using a novel Fast Sandwich Transform (FST). Examples are presented for articulated characters with quasistatic and dynamic deformations, and interactive performance with hundreds of fully coupled modes. Using our method, we have observed speedups of between three and four orders of magnitude over full-rank, unreduced simulations.
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    Controllable Hand Deformation from Sparse Examples with Rich Details
    (The Eurographics Association, 2011) Huang, Haoda; Zhao, Ling; Yin, KangKang; Qi, Yue; Yu, Yizhou; Tong, Xin; A. Bargteil and M. van de Panne
    Recent advances in laser scanning technology have made it possible to faithfully scan a real object with tiny geometric details, such as pores and wrinkles. However, a faithful digital model should not only capture static details of the real counterpart but also be able to reproduce the deformed versions of such details. In this paper, we develop a data-driven model that has two components respectively accommodating smooth large-scale deformations and high-resolution deformable details. Large-scale deformations are based on a nonlinear mapping between sparse control points and bone transformations. A global mapping, however, would fail to synthesize realistic geometries from sparse examples, for highly-deformable models with a large range of motion. The key is to train a collection of mappings defined over regions locally in both the geometry and the pose space. Deformable fine-scale details are generated from a second nonlinear mapping between the control points and per-vertex displacements. We apply our modeling scheme to scanned human hand models. Experiments show that our deformation models, learned from extremely sparse training data, are effective and robust in synthesizing highly-deformable modelswith rich fine features, for keyframe animation as well as performance-driven animation. We also compare our results with those obtained by alternative techniques.
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    A Multigrid Fluid Pressure SolverHandling Separating Solid Boundary Conditions
    (The Eurographics Association, 2011) Chentanez, Nuttapong; Müller, Matthias; A. Bargteil and M. van de Panne
    We present a multigrid method for solving the linear complementarity problem (LCP) resulting from discretizing the Poisson equation subject to separating solid boundary conditions in an Eulerian liquid simulation's pressure projection step. The method requires only a few small changes to a multigrid solver for linear systems. Our generalized solver is fast enough to handle 3D liquid simulations with separating boundary conditions in practical domain sizes. Previous methods could only handle relatively small 2D domains in reasonable time because they used expensive quadratic programming (QP) solvers. We demonstrate our technique in several practical scenarios in which the omission of separating boundary conditions results in disturbing artifacts of liquid sticking to walls.
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    Mass and Momentum Conservation for Fluid Simulation
    (The Eurographics Association, 2011) Lentine, Michael; Aanjaneya, Mridul; Fedkiw, Ronald; A. Bargteil and M. van de Panne
    Momentum conservation has long been used as a design principle for solid simulation (e.g. collisions between rigid bodies, mass-spring elastic and damping forces, etc.), yet it has not been widely used for fluid simulation. In fact, semi-Lagrangian advection does not conserve momentum, but is still regularly used as a bread and butter method for fluid simulation. In this paper, we propose a modification to the semi-Lagrangian method in order to make it fully conserve momentum. While methods of this type have been proposed earlier in the omputational physics literature, they are not necessarily appropriate for coarse grids, large time steps or inviscid flows, all of which are common in graphics applications. In addition, we show that the commonly used vorticity confinement turbulence model can be modified to exactly conserve momentum as well. We provide a number of examples that illustrate the benefits of this new approach, both in conserving fluid momentum and passively advected scalars such as smoke density. In particular, we show that our new method is amenable to efficient smoke simulation with one time step per frame, whereas the traditional non-conservative semi-Lagrangian method experiences serious artifacts when run with these large time steps, especially when object interaction is considered.
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    Mathematical Foundation of the Optimization-based Fluid Animation Method
    (The Eurographics Association, 2011) Erleben, Kenny; Misztal, Marek Krzysztof; Bæren, J. Andreas; A. Bargteil and M. van de Panne
    We present the mathematical foundation of a fluid animation method for unstructured meshes. Key contributions not previously treated are the extension to include diffusion forces and higher order terms of non-linear force approximations. In our discretization we apply a fractional step method to be able to handle advection in a numerically simple Lagrangian approach. Following this a finite element method is used for the remaining terms of the fractional step method. The key to deriving a discretization for the diffusion forces lies inrestating the momentum equations in terms of a Newtonian stress tensor. Rather than applying a straightforward temporal finite difference method followed by a projection method to enforce incompressibility as done in the stable fluids method, the last step of the fractional step method is rewritten as an optimization problem to make it easy to incorporate non-linear force terms such as surface tension.
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    A Simple Finite Volume Method for Adaptive Viscous Liquids
    (The Eurographics Association, 2011) Batty, Christopher; Houston, Ben; A. Bargteil and M. van de Panne
    We present the first spatially adaptive Eulerian fluid animation method to support challenging viscous liquid effects such as folding, coiling, and variable viscosity. We propose a tetrahedral node-based embedded finite volume method for fluid viscosity, adapted from popular techniques for Lagrangian deformable objects. Applied in an Eulerian fashion with implicit integration, this scheme stably and efficiently supports high viscosity fluids while yielding symmetric positive definite linear systems. To integrate this scheme into standard tetrahedral meshbased fluid simulators, which store normal velocities on faces rather than velocity vectors at nodes, we offer two methods to reconcile these representations. The first incorporates a mapping between different degrees offreedom into the viscosity solve itself. The second uses a FLIP-like approach to transfer velocity data between nodes and faces before and after the linear solve. The former offers tighter coupling by enabling the linear solver to act directly on the face velocities of the staggered mesh, while the latter provides a sparser linear system and a simpler implementation. We demonstrate the effectiveness of our approach with animations of spatially varying viscosity, realistic rotational motion, and viscous liquid buckling and coiling.
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    A Data-driven Appearance Model for Human Fatigue
    (The Eurographics Association, 2011) Jr., Joseph T. Kider; Pollock, Kaitlin; Safonova, Alla; A. Bargteil and M. van de Panne
    Humans become visibly tired during physical activity. After a set of squats, jumping jacks or walking up a flight of stairs, individuals start to pant, sweat, loose their balance, and flush. Simulating these physiological changes due to exertion and exhaustion on an animated character greatly enhances a motion's realism. These fatigue factors depend on the mechanical, physical, and biochemical function states of the human body. The difficulty ofsimulating fatigue for character animation is due in part to the complex anatomy of the human body. We present a multi-modal capturing technique for acquiring synchronized biosignal data and motion capture data to enhance character animation. The fatigue model utilizes an anatomically derived model of the human body that includes a torso, organs, face, and rigged body. This model is then driven by biosignal output. Our animations show the wide range of exhaustion behaviors synthesized from real biological data output. We demonstrate the fatigue model by augmenting standard motion capture with exhaustion effects to produce more realistic appearance changes during three exercise examples. We compare the fatigue model with both simple procedural methods and a dense markerset data capture of exercise motions.
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    Human Motion Reconstruction from Force Sensors
    (The Eurographics Association, 2011) Ha, Sehoon; Bai, Yunfei; Liu, C. Karen; A. Bargteil and M. van de Panne
    Consumer-grade, real-time motion capture devices are becoming commonplace in every household, thanks to the recent development in depth-camera technologies. We introduce a new approach to capturing and reconstructing freeform, full-body human motion using force sensors, supplementary to existing, consumer-grade mocap systems. Our algorithm exploits the dynamic aspects of human movement, such as linear and angular momentum, to providekey information for full-body motion reconstruction. Using two pressure sensing platforms (Wii Balance Board) and a hand tracking device, we demonstrate that human motion can be largely reconstructed from ground reaction forces along with a small amount of arm movement information.
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    Practical Color-Based Motion Capture
    (The Eurographics Association, 2011) Wang, Robert; Paris, Sylvain; Popovi, Jovan; A. Bargteil and M. van de Panne
    Motion capture systems have been widely used for high quality content creation and virtual reality but are rarely used in consumer applications due to their price and setup cost. In this paper, we propose a motion capture system built from commodity components that can be deployed in a matter of minutes. Our approach uses one or more webcams and a color shirt to track the upper-body at interactive rates. We describe a robust color calibration systemthat enables our color-based tracking to work against cluttered backgrounds and under multiple illuminants. We demonstrate our system in several real-world indoor and outdoor settings.
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    A Puppet Interface for Retrieval of Motion Capture Data
    (The Eurographics Association, 2011) Numaguchi, Naoki; Nakazawa, Atsushi; Shiratori, Takaaki; Hodgins, Jessica K.; A. Bargteil and M. van de Panne
    Intuitive and efficient retrieval of motion capture data is essential for effective use of motion capture databases. In this paper, we describe a system that allows the user to retrieve a particular sequence by performing an approximation of the motion with an instrumented puppet. This interface is intuitive because both adults and children have experience playacting with puppets and toys to express particular behaviors or to tell stories with style and emotion. The puppet has 17 degrees of freedom and can therefore represent a variety of motions. We develop a novel similarity metric between puppet and human motion by computing the reconstruction errors of the puppet motion in the latent space of the human motion and those of the human motion in the latent space of the puppet motion. This metric works even for relatively large databases. We conducted a user study of the system and subjects could find the desired motion with reasonable accuracy from a database consisting of everyday, exercise, and acrobatic behaviors.
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    Real-Time Classification of Dance Gesturesfrom Skeleton Animation
    (The Eurographics Association, 2011) Raptis, Michalis; Kirovski, Darko; Hoppe, Hugues; A. Bargteil and M. van de Panne
    We present a real-time gesture classification system for skeletal wireframe motion. Its key components include an angular representation of the skeleton designed for recognition robustness under noisy input, a cascaded correlation-based classifier for multivariate time-series data, and a distance metric based on dynamic timewarping to evaluate the difference in motion between an acquired gesture and an oracle for the matching gesture. While the first and last tools are generic in nature and could be applied to any gesture-matching scenario, the classifier is conceived based on the assumption that the input motion adheres to a known, canonical time-base: a musical beat. On a benchmark comprising 28 gesture classes, hundreds of gesture instances recorded using the XBOX Kinect platform and performed by dozens of subjects for each gesture class, our classifier has an average accuracy of 96:9%, for approximately 4-second skeletal motion recordings. This accuracy is remarkable given the input noise from the real-time depth sensor.
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    Procedural Fluid Modeling of Explosion PhenomenaBased on Physical Properties
    (The Eurographics Association, 2011) Kawada, Genichi; Kanai, Takashi; A. Bargteil and M. van de Panne
    We propose a method to procedurally model the fluid flows of explosion phenomena by taking physical properties into account. Explosion flows are always quite difficult to control, because they easily disturb each other and change rapidly. With this method, the target flows are described by control paths, and the propagation flows are controlled by following these paths. We consider the physical properties, which are the propagations of thepressure generated by the ignition, the detonation state caused by the pressure and the fuel combustions. Velocity, density, temperature and pressure fields are generated procedurally, and the fluid flows are computed from these four fields based on grid-based fluid simulations. Using this method, we can achieve a fluid motion that closelyresembles one generated solely through simulation. This method realizes the modeling of flows controlled frame by frame and follows the flow's physical properties.
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    Preview-based Sampling for Controlling Gaseous Simulations
    (The Eurographics Association, 2011) Huangy, Ruoguan; Melekz, Zeki; Keyser, John; A. Bargteil and M. van de Panne
    In this work, we describe an automated method for directing the control of a high resolution gaseous fluid simulation based on the results of a lower resolution preview simulation. Small variations in accuracy between low and high resolution grids can lead to divergent simulations, which is problematic for those wanting to achieve a desired behavior. Our goal is to provide a simple method for ensuring that the high resolution simulation matcheskey properties from the lower resolution simulation. We first let a user specify a fast, coarse simulation that will be used for guidance. Our automated method samples the data to be matched at various positions and scales in the simulation, or allows the user to identify key portions of the simulation to maintain. During the high resolution simulation, a matching process ensures that the properties sampled from the low resolution simulation are maintained. This matching process keeps the different resolution simulations aligned even for complex systems, and can ensure consistency of not only the velocity field, but also advected scalar values. Because the final simulation is naturally similar to the preview simulation, only minor controlling adjustments are needed, allowing a simplercontrol method than that used in prior keyframing approaches.
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    Graph-based Fire Synthesis
    (The Eurographics Association, 2011) Zhang, Yubo; Correa, Carlos D.; Ma, Kwan-Liu; A. Bargteil and M. van de Panne
    We present a novel graph-based data-driven technique for cost-effective fire modeling. This technique allows composing long animation sequences using a small number of short simulations. While traditional techniques such as motion graphs and motion blending work well for character motion synthesis, they cannot be trivially applied to fluids to produce results with physically consistent properties which are crucial to the visual appearance offluids. Motivated by the motion graph technique used in character animations, we introduce a new type of graph which can be applied to create various fire phenomena. Each graph node consists of a group of compact spatialtemporal flow pathlines instead of a set of volumetric state fields. Consequently, achieving smooth transitions between discontinuous graph nodes for modeling turbulent fires becomes feasible and computationally efficient.The synthesized particle flow results allow direct particle controls which is much more flexible than a full volumetric representation of the simulation output. The accompanying video shows the versatility and potential power of this new technique for synthesizing realtime complex fire at the quality comparable to production animations.
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    Content Retargeting Using Parameter-Parallel Facial Layers
    (The Eurographics Association, 2011) Kholgade, Natasha; Matthews, Iain; Sheikh, Yaser; A. Bargteil and M. van de Panne
    Facial motion retargeting approaches often transfer expressions by establishing correspondences between shared units of motion, such as action units, or spatial correspondences of landmarks between the source actor and target character faces. When the actor and character are structurally dissimilar, shared units of motion or spatiallandmarks may not exist, and subtle styles of performance may differ. We present a method to deconstruct the content of an actor's facial expression into three parameter-parallel layers using a composition function, transfer the content to equivalent parameter-parallel layers for the character, and reconstruct the character's expression using the same composition function. Our algorithm uses the same parameter-parallel layered model of facial expression for both the actor and character, separating the content of facial expressions into emotion, speech, and eye-blink layers. Facial motion in each layer is embedded in simplicial bases, each of which encodes semantically significant configurations of the face. We show the transfer of facial motion capture and video-based tracking of the eyes and mouth of an actor to a number of faces with dissimilar facial structure and expressive disposition.
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    Facial Cartography: Interactive Scan Correspondence
    (The Eurographics Association, 2011) Wilson, Cyrus A.; Alexander, Oleg; Tunwattanapong, Borom; Ghosh, Pieter PeersAbhijeet; Busch, Jay; Hartholt, Arno; Debevec, Paul; A. Bargteil and M. van de Panne
    We present a semi-automatic technique for computing surface correspondences between 3D facial scans in different expressions, such that scan data can be mapped into a common domain for facial animation. The technique can accurately correspond high-resolution scans of widely differing expressions without requiring intermediate posesequences such that they can be used, together with reflectance maps, to create high-quality blendshape-based facial animation. We optimize correspondences through a combination of Image, Shape, and Internal forces, as well as Directable forces to allow a user to interactively guide and refine the solution. Key to our method is a novel representation, called an Active Visage, that balances the advantages of both deformable templates and correspondencecomputation in a 2D canonical domain. We show that our semi-automatic technique achieves more robust results than automated correspondence alone, and is more precise than is practical with unaided manual input.
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    Real-time Facial Animation from Live Video Tracking
    (The Eurographics Association, 2011) Rhee, Taehyun; Hwang, Youngkyoo; Kim, James Dokyoon; Kim, Changyeong; A. Bargteil and M. van de Panne
    This paper describes a complete pipe-line of a practical system for producing real-time facial expressions of a 3D virtual avatar controlled by an actor's live performances. The system handles practical challenges arising from markerless expression captures from a single conventional video camera. For robust tracking, a localized algorithm constrained by belief propagation is applied to the upper face, and an appearance matching techniqueusing a parameterized generic face model is exploited for lower face and head pose tracking. The captured expression features then transferred to high dimensional 3D animation controls using our facial expression space which is a structure-preserving map between two algebraic structures. The transferred animation controls drive facial animation of a 3D avatar while optimizing the smoothness of the face mesh. An example-based face deformation technique produces non-linear local detail deformations on the avatar that are not captured in the movement of the animation controls.
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    Optimization for Sag-Free Simulations
    (The Eurographics Association, 2011) Twigg, Christopher D.; Kacic-Alesic, Zoran; A. Bargteil and M. van de Panne
    A common problem during the first few seconds of a cloth, hair, or flesh simulation is that the mesh sags under gravity, which can undo the work of hours of careful modeling. The typical response of increasing the stiffness of the mesh is unsatisfactory as it increases the computational cost of simulation and adversely impacts the quality of the resulting motion. Modelers are accustomed to creating geometry as it is found in the real world, whichalready includes the effect of gravity. We propose a fast and effective approach for optimizing parameters such as spring rest lengths so that the artistically modeled shape represents the equilibrium after the mesh has settled under gravity. This eliminates sagging, preserves the quality of motion, and is intuitive for the artists.
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    Robust Real-Time Deformation of Incompressible Surface Meshes
    (The Eurographics Association, 2011) Diziol, R.; Bender, J.; Bayer, D.; A. Bargteil and M. van de Panne
    We introduce an efficient technique for robustly simulating incompressible objects with thousands of elements in real-time. Instead of considering a tetrahedral model, commonly used to simulate volumetric bodies, we simply use their surfaces. Not requiring hundreds or even thousands of elements in the interior of the object enables us to simulate more elements on the surface, resulting in high quality deformations at low computation costs. Theelasticity of the objects is robustly simulated with a geometrically motivated shape matching approach which is extended by a fast summation technique for arbitrary triangle meshes suitable for an efficient parallel computation on the GPU. Moreover, we present an oscillation-free and collision-aware volume constraint, purely based on the surface of the incompressible body. The novel heuristic we propose in our approach enables us to conserve the volume, both globally and locally. Our volume constraint is not limited to the shape matching method and can be used with any method simulating the elasticity of an object. We present several examples which demonstrate high quality volume conserving deformations and compare the run-times of our CPU implementation, as well as our GPU implementation with similar methods.
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    Asynchronous Integration with Phantom Meshes
    (The Eurographics Association, 2011) Harmony, David; Zhou, Qingnan; Zorin, Denis; A. Bargteil and M. van de Panne
    Asynchronous variational integration of layered contact models provides a framework for robust collision handling, correct physical behavior, and guaranteed eventual resolution of even the most difficult contact problems. Yet, even for low-contact scenarios, this approach is significantly slower compared to its less robust alternatives- often due to handling of stiff elastic forces in an explicit framework. We propose a method that retains the guarantees, but allows for variational implicit integration of some of the forces, while maintaining asynchronous integration needed for contact handling. Our method uses phantom meshes for calculations with stiff forces, which are then coupled to the original mesh through constraints. We use the augmented discrete Lagrangian of theconstrained system to derive a variational integrator with the desired conservation properties
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    Element-Wise Mixed Implicit-Explicit Integration for Stable Dynamic Simulation of Deformable Objects
    (The Eurographics Association, 2011) Fierz, B.; Spillmann, J.; Harders, M.; A. Bargteil and M. van de Panne
    In order to evolve a deformable object in time, the underlying equations of motion have to be numerically integrated. This is commonly done by employing either an explicit or an implicit integration scheme. While explicit methods are only stable for small time steps, implicit methods are unconditionally stable. In this paper, we present a novel methodology to combine explicit and implicit linear integration approaches, based on element-wise stabilityconsiderations. First, we detect the ill-shaped simulation elements which hinder the stable explicit integration of the element nodes as a pre-computation step. These nodes are then simulated implicitly, while the remaining parts of the mesh are explicitly integrated. As a consequence, larger integration time steps than in purely explicit methods are possible, while the computation time per step is smaller than in purely implicit integration. Duringmodifications such as cutting or fracturing, only newly created or modified elements need to be reevaluated, thus making the technique usable in real-time simulations. In addition, our method reduces problems due to numerical dissipation.
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    Biomechanically-Inspired Motion Path Editing
    (The Eurographics Association, 2011) Lockwood, Noah; Singh, Karan; A. Bargteil and M. van de Panne
    We present a system for interactive kinematic editing of motion paths and timing that employs various biomechanical observations to augment and restrict the edited motion. Realistic path manipulations are enforced by restricting user interaction to handles identified along a motion path using motion extrema. An as-rigid-as-possibledeformation technique modified specifically for use on motion paths is used to deform the path to satisfy the usermanipulated handle positions. After all motion poses have been adjusted to satisfy the new path, an automatic timewarping step modifies the timing of the new motion to preserve the timing qualities of the original motion.This timewarp is based on biomechanical heuristics relating velocity to stride length and path curvature, as well as the preservation of acceleration for ballistic motion. We show that our system can be used to quickly and easily modify a variety of locomotive motions, and can accurately reproduce recorded motions that were not used during the editing process.
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    Spacetime Vertex Constraints for Dynamically-based Adaptation of Motion-Captured Animation
    (The Eurographics Association, 2011) O'Brien, C.; Dingliana, J.; Collins, S.; A. Bargteil and M. van de Panne
    We present a novel technique for editing motion captured animation. Our iterative solver produces physicallyplausible adaptated animations that satisfy alterations in foot and hand contact placement with the animated character's surroundings. The technique uses a system of particles to represent the poses and mass distribution of the character at sampled frames of the animation. Constraints between the vertices within each frame enforce theskeletal structure, including joint limits. Novel constraints extending over vertices in several frames enforce the aggregate dynamics of the character, as well as features such as joint acceleration smoothness. We demonstrate adaptation of several animations to altered foot and hand placement.
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    Perceptual evaluation of footskate cleanup
    (The Eurographics Association, 2011) Pra ák, Martin; Hoyet, Ludovic; O'Sullivan, Carol; A. Bargteil and M. van de Panne
    When animating virtual humans for real-time applications such as games and virtual reality, animation systems often have to edit motions in order to be responsive. In many cases, contacts between the feet and the ground are not (or cannot be) properly enforced, resulting in a disturbing artifact know as footsliding or footskate. In this paper, we explore the perceptibility of this error and show that participants can perceive even very low levelsof footsliding (<21mm in most conditions). We then explore the visual fidelity of animations where footskate has been cleaned up using two different methods. We found that corrected animations were always preferred to those with footsliding, irrespective of the extent of the correction required. We also determined that a simple approach of lengthening limbs was preferred to a more complex approach using IK fixes and trajectory smoothing.