EG 2015 - Short Papers
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Browsing EG 2015 - Short Papers by Subject "Animation"
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Item Eye-tracktive: Measuring Attention to Body Parts when Judging Human Motions(The Eurographics Association, 2015) Ennis, Cathy; Hoyet, Ludovic; O'Sullivan, Carol; B. Bickel and T. RitschelVirtual humans are often endowed with human-like characteristics to make them more appealing and engaging. Motion capture is a reliable way to represent natural motion on such characters, thereby allowing a wide range of animations to be automatically created and replicated. However, interpersonal differences in actors' performances can be subtle and complex, yet have a strong effect on the human observer. Such effects can be very difficult to express quantitatively or indeed even qualitatively. We investigate two subjective human motion characteristics: attractiveness and distinctiveness. We conduct a perceptual experiment, where participants' eye movements are tracked while they rate the motions of a range of actors. We found that participants fixate mostly on the torso, regardless of gait and actor sex, and very little on the limbs. However, they self-reported that they used hands, elbows and feet in their judgments, indicating a holistic approach to the problem.Item Individual Time Stepping for SPH Fluids(The Eurographics Association, 2015) He, Liangliang; Ban, Xiaojuan; Liu, Xu; Wang, Xiaokun; B. Bickel and T. RitschelWe present a novel adaptive stepping scheme for SPH fluids, in which particles have their own time-steps determined from local conditions, e.g. Courant condition. These individual time-steps are constrained for global convergence and stability. Fluid particles are then updated asynchronously. The approach naturally allocates computing resources to visually complex regions, e.g. regions with intense collisions, thereby reducing the overall computational time. The experiments show that our approach is more efficient than the standard method and the method with globally adaptive time steps, especially in highly dynamic scenes.Item Sketch-Based Controllers for Blendshape Facial Animation(The Eurographics Association, 2015) Cetinaslan, Ozan; Orvalho, Verónica; Lewis, John; B. Bickel and T. RitschelThe blendshape approach is a widely used technique to generate realistic facial animation. However, creating blendshape facial animations using traditional weight editing tools requires either memorizing the function of a large number of parameters, or a trial-and-error search in a high-dimensional space. Direct manipulation interfaces address this problem, allowing the artist to directly move and pin manipulators placed on the surface of the face. Placing manipulators is an open-ended and slightly unnatural task for artists however. In this paper we present a sketch-based approach to this problem, inspired by artists' brush painting on canvas. In this approach the artist simply sketches directly onto the 3D model the positions of the manipulators that they feel are needed to produce particular facial expression. The manipulators activate the blendshapes in the model and allow the user to interactively create the desired facial poses by a dragging operation in screen coordinates. Our hybrid method can be used with any blendshape facial model and allows producing expeditious manipulation in an intuitive way.