EG 2016 - Posters
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Browsing EG 2016 - Posters by Subject "Animation"
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Item A Practical GPU-accelerated Method for the Simulation of Naval Objects on Irregular Waves(The Eurographics Association, 2016) Bezgodov, Alexey; Karsakov, Andrey; Luis Gonzaga Magalhaes and Rafal MantiukThis paper introduce a new method for real-time simulation of naval objects (such as vessels, ships, buoys and lifejackets) with six degrees of freedom on irregular waves. Thus method is based on hydrodynamic and hydrostatic pressure integration using uniformly distributed random points that are built on each simulation step. Such approach allows us fast and stable pressure integration for arbitrary vessel hull and wave shape.Item Rig-Space Motion Retargeting(The Eurographics Association, 2016) Hu, Lin-Chuan; Chang, Ming-Hsu; Chuang, Yung-Yu; Luis Gonzaga Magalhaes and Rafal MantiukThis paper presents a framework for transferring rig parameters from a source animation to a target model, allowing artists to further refine and adjust the animation. Most previous methods only transfer animations to meshes or joint parameters. However, in industry, character animations are usually manipulated by rigs. Thus, it is difficult for artists to work further on the retargeted animations. Our method first applies motion transfer to deform the target model to mimic the source motion. Next, we estimate the rig parameters which satisfy the following properties: (1) the resultant animation resembles the retargeted animation and (2) the rig parameters match the artist's editing conventions. Artists could refine the produced rig parameters and the edits are propagated throughout the whole animation.Item Skyglow: Towards a Night-time Illumination Model for Urban Environments(The Eurographics Association, 2016) Minor, Tom; Poncelet, Robert R.; Anderson, Eike Falk; Luis Gonzaga Magalhaes and Rafal MantiukFor night-time scenes in computer graphics there exist few consistent models or implementations for sky illumination, and those that do exist lack the feature of light pollution from artificial light sources. We present initial results for a physically-based night sky model including this ''skyglow''. Our model extends the existing models with the aforementioned ''skyglow'' from artificial light sources, using a technique derived from equations developed in the field of astronomy and adapted for a computer graphics context. Our current model has been implemented for Pixar's RenderMan renderer and also been trialled with ShaderToy.