SCA 16: Posters
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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 Creating a Realistic Face Image from a Cartoon Character(The Eurographics Association, 2016) Nakamura, Masanori; Yamaguchi, Shugo; Fukusato, Tsukasa; Morishima, Shigeo; Jan BenderWe propose a method of creating a realistic face image from a 2D non-realistic character such as a cartoon. Our system allows us to create a high quality face image that is applicable for some application such as 3D character animation. Our system uses two key algorithms; one is an algorithm for synthesizing a novel face image without the warping process, and the other is a searching algorithm, which search each optimal patch from the database based on gradient distribution.Item Data-driven Finger Motion Synthesis with Interactions(The Eurographics Association, 2016) Bitan, Moshe; Jörg, Sophie; Kraus, Sarit; Jan BenderThe film and video-game industries' rapidly increasing demand for realistic virtual characters is pushing for the development of fast and efficient character animation techniques. The use of motion capture has become an industry standard. While motion capture systems allow the production of high fidelity full-body motions, in most cases, the complex finger movements are later animated manually. Several methods have been suggested to automatically synthesize finger motions.Item Efficient Storyboarding in 3D Game Engines(The Eurographics Association, 2016) Gouvatsos, Alexandros; Xiao, Zhidong; Pang, Keith; Marsden, Neil; Ark, Danny Van der; Hibbert, Jerry; Zhang, Jian J.; Jan BenderGetting an accurate match between initial storyboards and the 3D layout is difficult, given today's reality of multi-site productions. While big studios have the luxury of re-iterating over the 3D layout of a shot, smaller studios with smaller budgets have limited attempts to get it right. Going back to make corrections is the difference between delivering on time or going over budget. Studios can avoid mistakes and deliver on time by storyboarding directly in 3D, with the help of game engines. Thousands of minutes of animation have been created in this way, for productions such as "Bob the Builder" and "Tree Fu Tom".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 SCA 2016 Posters: Frontmatter(Eurographics Association, 2016) Jan Bender;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.