By Topic

Computer Animation '95., Proceedings.

Date 19-21 April 1995

Filter Results

Displaying Results 1 - 25 of 25
  • Proceedings Computer Animation'95

    Publication Year: 1995
    Save to Project icon | Request Permissions | PDF file iconPDF (996 KB)  
    Freely Available from IEEE
  • Dynamic simulation of splashing fluids

    Publication Year: 1995 , Page(s): 198 - 205, 220
    Cited by:  Papers (12)  |  Patents (7)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (616 KB)  

    We describe a method for modeling the dynamic behavior of splashing fluids. The model simulates the behavior of a fluid when objects impact or float on its surface. The forces generated by the objects create waves and splashes on the surface of the fluid. To demonstrate the realism and limitations of the model, images from a computer-generated animation are presented and compared with video frames... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Visualization of complex phenomena in string theory

    Publication Year: 1995 , Page(s): 181 - 189
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (468 KB)  

    A visualization approach to the study of singularities on the world sheets of strings is presented. A representation of the world sheet in terms of specified supporting curve is discussed, which enables effective use of the visualization techniques for its study. The desirable ways of future research using computer animation and virtual reality are discussed View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Animating deformable models: different approaches

    Publication Year: 1995 , Page(s): 138 - 145, 214
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (576 KB)  

    Physically-based modeling remedies the problem of producing realistic animation by including forces, masses, strain energies, and other physical quantities. The behavior of physically-based models is governed by the laws of rigid and nonrigid dynamics expressed through a set of equations of motion. This paper discusses various formulations for animating deformable models. The formulations based on... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • AniGraph-a data structure for computer animation

    Publication Year: 1995 , Page(s): 126 - 137
    Cited by:  Papers (1)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (788 KB)  

    Rendering animations requires data structures which allow for an easy handling of the movements and changes in the scene. For a sophisticated renderer, it is very important to access the information describing the motion of the objects, because such knowledge can be used to reduce the render time. We describe an animation model based on an annotated graph, on definitions of dimensions and on imple... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Applying visual curve tracking to graphics

    Publication Year: 1995 , Page(s): 67 - 71
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (328 KB)  

    Methods developed in the Computer Vision community for tracking moving shapes are showing great potential for applications in real-time graphics. Tracking techniques allow graphical entities such as curves to be superimposed on a video data-stream, marking out certain objects and following their motions. The techniques have been demonstrated on a variety of moving objects including human hands, he... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Virtual actors living in a real world

    Publication Year: 1995 , Page(s): 19 - 29, 210
    Cited by:  Papers (1)  |  Patents (8)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (780 KB)  

    This paper presents techniques and tools for creating and animating virtual actors in real scenes. Several problems are explained: real objects hidden by virtual actors and virtual actors hidden by real objects, collision detection between the virtual actor and the real environment correspondence between the real and the virtual cameras, casting shadows of the virtual actors on the real world. Cas... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A synthetic mobile robot

    Publication Year: 1995 , Page(s): 30 - 34
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (408 KB)  

    This paper presents a project who's goal is to make an animation simulating the activity of a mobile robot in a given environment. A parallel is drawn between animation and reactive programming, particularly with the concept of autonomous agent. The realised animation consists of a virtual world, the environment of the robot and the robot itself, as an agent acting in this world. The turning point... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • IntelligentBox: a constructive visual software development system for interactive 3D graphic applications

    Publication Year: 1995 , Page(s): 114 - 125, 213
    Cited by:  Papers (26)  |  Patents (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (968 KB)  

    This paper proposes a constructive visual software development system for interactive 3D graphic applications. Our system called the IntelligentBox is an extension of the 2D media construction system IntelligentPad to 3D application systems. While the IntelligentPad represents any object as a pad, i.e., a reactive 2D media component with a card image, which can be manually pasted on another pad to... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A new set of tools to describe and tune trajectories

    Publication Year: 1995 , Page(s): 82 - 89
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (512 KB)  

    This paper presents an integrated set of tools to describe movements of objects in a framework of key-framed animation, both in simple and complex scenes. We want to have a powerful, robust and fast tool for designing either quickly prototyped or finely tuned motions. To achieve that, we bring together Hermite splines (with an optional simplified interface for tangents) and logarithms of quaternio... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A diffusion model for computer animation of diffuse ink painting

    Publication Year: 1995 , Page(s): 98 - 102
    Cited by:  Papers (11)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (428 KB)  

    The multidimensional diffusion model for computer animation of diffuse ink painting opens up a new dimension in painting. In diffuse painting final image is a result of ink diffusion in absorbent paper. A straight-forward diffusion model however is unable to provide very specific features of real diffuse painting. In particular, it can not explain the appearance of certain singularities in intensi... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Creating animations using virtual reality ThatcherWorld: a case study

    Publication Year: 1995 , Page(s): 50 - 55, 211
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (692 KB)  

    This paper describes the creation of a Western shootout animation for a BBC2 television production. This provides a case study describing the interaction between the TV production team and the animators. The animation was produced by explicitly programming transformations applied to nodes in hierarchical models of simple human characters. A subsequent project has attempted to provide character ani... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Motion planning for computer animation and virtual reality applications

    Publication Year: 1995 , Page(s): 56 - 66
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (640 KB)  

    This paper presents a new motion planning method for an arbitrary solid with six degrees of freedom moving in a 3D environment. The essence of the method is to efficiently capture local moving information of the solid in order to speed up the heuristic search in the configuration space. For this purpose, the moving freedoms of a solid at any configuration are directly calculated by introducing the... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Quick tuning of a reference locomotion gait [computer animation]

    Publication Year: 1995 , Page(s): 146 - 153, 215
    Cited by:  Patents (4)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (752 KB)  

    This paper presents a comprehensive system for adaptive replay of a computer animation sequence featuring the locomotion of a synthetic animal. The kinematic locomotion gait, which is supposed to be mostly stationary, is tuned before being injected on the dynamic model of the animated animal. The animator can take benefit from this new flexibility in order to fulfil some goals, like steering the a... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Modelling the computer animation process for parallel environments

    Publication Year: 1995 , Page(s): 103 - 113
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (756 KB)  

    Computer animation can be an extremely processor intensive task. As the quest for higher levels of behavioural realism from animated objects increases, so does the requirement for increasingly powerful hardware to provide the results at interactive rates. The exploitation of parallel processing techniques for animation is attractive since there are generally a large number of objects changing stat... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A C2-continuous B-spline quaternion curve interpolating a given sequence of solid orientations

    Publication Year: 1995 , Page(s): 72 - 81
    Cited by:  Papers (2)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (536 KB)  

    An algorithm is presented that constructs a C2-continuous B-spline quaternion curve which interpolates a given sequence of unit quaternions on the rotation group SO(3). The de Casteljau type construction method of B-spline curves can be extended to generate B-spline quaternion curves; however, the B-spline quaternion curves do not have C2-continuity in SO(3). The authors rece... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • The ALIVE system: full-body interaction with autonomous agents

    Publication Year: 1995 , Page(s): 11 - 18, 209
    Cited by:  Papers (31)  |  Patents (6)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (752 KB)  

    The cumbersome nature of wired interfaces and the limited nature of the interaction with graphical objects has so far limited the range of application of virtual environments. We discuss the design and implementation of a novel system, called ALIVE, which allows wireless full-body interaction between a human participant and a rich graphical world inhabited by autonomous agents. Based on results ob... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Disney meets Darwin-the evolution of funny animated figures

    Publication Year: 1995 , Page(s): 35 - 43
    Cited by:  Papers (4)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (1092 KB)  

    In this paper I discuss an approach to the generation of entertaining animated motion, using a genetic algorithm. Genetic algorithms have been used successfully to optimize the physical behaviors of articulated stick figures and other animated creatures for goal-directed behavior. But an emphasis has not been put on the “optimization of expressivity”, whereby an animator inserts him/he... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Evaluation of human jaw articulation [computer animation]

    Publication Year: 1995 , Page(s): 163 - 171, 217
    Cited by:  Papers (1)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (576 KB)  

    Computer-aided diagnosis of occlusal disorders and design of dental restorations requires an automated evaluation of jaw occlusion and chewing ability. This requires simulation of the motion of the jaws and characterization of contacts between the surfaces of teeth. We propose approaches to evaluation of the load on teeth and of the grinding process. These characteristics are derived in interactiv... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • The Animachine renderer

    Publication Year: 1995 , Page(s): 90 - 97, 212
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (848 KB)  

    Two-dimensional animation has generally been the poor relation of three-dimensional animation, as far as computer-assistance is concerned. The Animachine project is an attempt to view the whole production process of 2D (cel) animation as ripe for computer-based help, while still allowing artists to retain as much of their traditional way of working as possible. In this paper, we summarize our prog... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Networked virtual worlds

    Publication Year: 1995 , Page(s): 44 - 49
    Cited by:  Papers (2)  |  Patents (12)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (524 KB)  

    Networked virtual worlds allow multiple virtual worlds connected on a network to share information with one another. Developing such virtual worlds is, however, fraught with many difficulties. Handling both the networking and user interface needs of virtual worlds in an efficient manner poses interesting trade-off-options. In this paper, we discuss the key requirements of networked virtual worlds ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • What governs autonomous actors

    Publication Year: 1995 , Page(s): 1 - 10
    Cited by:  Papers (1)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (996 KB)  

    In recent years, proven artificial intelligence techniques have been rapidly adopted in the expanding field of computer animation. With the increasing complexity and interactivity of the environments in which computer animations involving autonomous actors are set, the interest in further contributions is extended to include computational models of behavioural and cognitive phenomena. We review so... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Topological modeling of human anatomy using medical data

    Publication Year: 1995 , Page(s): 172 - 180, 218
    Cited by:  Papers (2)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (508 KB)  

    Medical imaging can provide data for useful views of the interior details of human anatomy. In addition to visualization, which in general has been the primary reason for obtaining these data, many other uses are possible. These include modeling of different elements and their inter-relationships-topological modeling, simulation of physical processes, analysis of movements and validation of models... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • An advanced technique for Meteosat cloud animation

    Publication Year: 1995 , Page(s): 190 - 197, 219
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (444 KB)  

    An advanced technique for Meteosat cloud animation is presented. The main principle is a “dual approach” for the separation of thematic satellite data information as land/water and clouds: based on combined thresholding procedures, cloud picture elements (pixels) are extracted and intermediate cloud images are created by linear interpolation to get eight images per hour. Secondly, an a... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Realistic animation of legged running on rough terrain

    Publication Year: 1995 , Page(s): 154 - 162, 216
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (520 KB)  

    Animations of legged creatures running over rough terrain were generated automatically, using physical modelling and animation with newly developed techniques from robotics and artificial intelligence. The 2D animations correctly simulate gravity, inertia, balance, and friction. The running motion generated is not repetitive; each stride is different, as dictated by the terrain. Dramatic movement ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.