SCA 16: Posters
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Browsing SCA 16: Posters by Subject "Three Dimensional Graphics and Realism"
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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 BenderWe 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 BenderFriction 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.Item Sketch-Based Per-Frame Inverse Kinematics(The Eurographics Association, 2016) Mahmudi, Mentar; Harish, Pawan; Callennec, Benoît Le; Boulic, Ronan; Jan BenderWe 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.