PG2011short
Permanent URI for this collection
Browse
Browsing PG2011short by Subject "Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Animation"
Now showing 1 - 4 of 4
Results Per Page
Sort Options
Item Facial Retargeting by Adding Supplemental Blendshapes(The Eurographics Association, 2011) Kim, Paul Hyunjin; Seol, Yeongho; Song, Jaewon; Noh, Junyong; Bing-Yu Chen and Jan Kautz and Tong-Yee Lee and Ming C. LinThis paper introduces a novel method to add a minimal set of missing blendshapes to automatically improve the quality of the retargeting result. Our approach compares the expression spaces defined by the source and the target to determine which frames need to be corrected. The expression spaces are represented on the principal axes extracted from the target blendshapes. Those frames that cannot be sufficiently reconstructed by the current set of blendshapes will be augmented by a set of automatically generated blendshapes. The new blendshapes are determined to minimize error between the source animation and the retargeting result. We performed experiments to compare the results created by a basic set of blendshapes and by our method. Our method effectively reduces error between the source and target animation, and produces much visually improved target animation without relying on manual intervention.Item A Fast Simulation Method Using SPH and Wavelet for Sub-Particle-Scale Turbulent Flow(The Eurographics Association, 2011) Fujisawa, Makoto; Mimura, Go; Amano, Toshiyuki; Miyazaki, Jun; Kato, Hirokazu; Bing-Yu Chen and Jan Kautz and Tong-Yee Lee and Ming C. LinThis paper presents a fast simulation method for turbulent flow which uses a particle method and wavelet analysis. To simulate fluid flow, the method uses smoothed particle hydrodynamics (SPH), which discretizes the fluid into a collection of particles, and detects regions where turbulent flow will occur by using wavelet analysis without a spatial grid. By taking the curl of wavelet noise, the turbulent flow is then appended as a divergence-free turbulence velocity field. Additionally, by using vortex subparticles, which characterize the vortex features of turbulence, a subparticle-scale representation of turbulent flow is proposed. Implementing almost all processes on a graphics processing unit (GPU), simulations are performed in near real time.Item Real-time Rendering of Endless Cloud Animation(The Eurographics Association, 2011) Iwasaki, Kei; Nishino, Takanori; Dobashi, Yoshinori; Bing-Yu Chen and Jan Kautz and Tong-Yee Lee and Ming C. LinIn this paper, we propose a real-time animation method for dynamic clouds illuminated by sunlight and skylight with multiple scattering. In order to create animations of outdoor scenes, it is necessary to render time-varying dynamic clouds. However, the simulation and the radiance calculation of dynamic clouds are computationally expensive. In order to address this problem, we propose an efficient method to create endless animations of dynamic clouds. The proposed method prepares a database of dynamic clouds consisting of a finite number of volume data. Using this database, volume data for the endless animation is generated at run time using the concept of Video Textures, and this data is rendered in real-time using GPU.Item Sketch-based Breaking Waves(The Eurographics Association, 2011) Zhang, Guijuan; Wen, Gaojin; Zhu, Dengming; Lu, Dianjie; Feng, Shengzhong; Bing-Yu Chen and Jan Kautz and Tong-Yee Lee and Ming C. LinWe present a sketching method for animating breaking waves in this paper. Our approach allows an animator to control physically-based wave breaking effects by drawing the outline of the wave shape intuitively. To do this, we provide a feature-based keyframe design model. We can sketch the wave shape roughly and describe the wave shape as a unified volume representation. Moreover, we propose an efficient keyframe matching model to transport current fluid state to the target state with minimum energy. The solution to the keyframe matching model is used to compute the external force field for the Navier-Stokes equations. Our method is straightforward to implement and convenient to produce interesting wave breaking behaviors. The experimental results show that our method is easy and intuitive to use.