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Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)

7-8 Nov. 2001

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  • Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)

    Publication Year: 2001
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    Freely Available from IEEE
  • Reviewers

    Publication Year: 2001, Page(s): xii
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    Freely Available from IEEE
  • Index of authors

    Publication Year: 2001, Page(s): 261
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    Freely Available from IEEE
  • Merging deformable and rigid body mechanics simulation

    Publication Year: 2001, Page(s):147 - 156
    Cited by:  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1084 KB) | HTML iconHTML

    Presents an interface between a deformable body mechanics model and a rigid body mechanics model. What is novel with our approach is that the physical representation in both the models is the same, which ensures behavioral correctness and allows great flexibility. We use a mass-spring representation extended with the concept of volume, and thus contact and collision. All physical interaction occur... View full abstract»

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  • Visually believable explosions in real time

    Publication Year: 2001, Page(s):237 - 259
    Cited by:  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1183 KB) | HTML iconHTML

    The paper presents a real-time physically based simulation of object damage and motion due to a blast wave impact. An improved connected voxel model is used to represent the objects. The paper also explores auxiliary visual effects caused by the blast wave that increase visual believability without being rigorously physically based or computationally expensive View full abstract»

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  • An implicit finite element method for elastic solids in contact

    Publication Year: 2001, Page(s):136 - 254
    Cited by:  Papers (7)  |  Patents (12)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1210 KB) | HTML iconHTML

    Focuses on the simulation of mechanical contact between nonlinearly elastic objects such as the components of the human body. The computation of the reaction forces that act on the contact surfaces (contact forces) is the key for designing a reliable contact handling algorithm. In traditional methods, contact forces are often defined as discontinuous functions of deformation, which leads to poor c... View full abstract»

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  • A new mathematical development for radiosity animation with Galerkin method

    Publication Year: 2001, Page(s):201 - 256
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (515 KB) | HTML iconHTML

    Combining animation and global illumination constitutes a real challenge it? computer graphics, especially when light sources move in a complex scene because the entire illumination has to be recomputed. This paper introduces a new algorithm, based on the Galerkin method, which efficiently computes an animation sequence with any moving surface-even a light source. For each new frame, we take into ... View full abstract»

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  • Real-time simulation of deformable objects: tools and application

    Publication Year: 2001, Page(s):228 - 258
    Cited by:  Papers (21)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1048 KB) | HTML iconHTML

    Presents algorithms for animating deformable objects in real time. We focus on computing the deformation of an object subject to external forces and detecting collisions among deformable and rigid objects. The targeted application domain is surgical training. This application relies more on visual realism than exact, patient-specific deformation, but requires that computations be performed in real... View full abstract»

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  • Animation based in dynamic simulation involving irregular objects with non-homogeneous rugosities

    Publication Year: 2001, Page(s):128 - 135
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (509 KB) | HTML iconHTML

    We propose a new technique that provides a unified framework for modeling the collision dynamics of objects having arbitrary shape and rugosity. The technique assumes that boundary of the object is expressed by elementary segments with some random distribution of perturbation. Collision detection and treatment is done considering this conceptual representation. In order to efficiently detect colli... View full abstract»

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  • Automatic in-betweening in computer assisted animation by exploiting 2.5D modelling techniques

    Publication Year: 2001, Page(s):192 - 200
    Cited by:  Papers (6)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (818 KB) | HTML iconHTML

    This paper introduces a new method for automatic in-betweening in computer assisted traditional animation. The solution is based on novel 2.5D modelling and animation techniques within the context of a multi-level approach, starting with basic 2D drawing primitives (curves) at level 0, over explicit 2.5D modelling structures at level 1 and inclusion of 3D information by means of skeletons at level... View full abstract»

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  • T4: a motion-capture-based goal-directed real-time responsive locomotion engine

    Publication Year: 2001, Page(s):52 - 60
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (874 KB) | HTML iconHTML

    This paper presents a new locomotion engine called T4. T4 is designed to cover walking motions on a horizontal floor, including straight/curved locomotion and turning-around, with captured motion data. It combines a step planner which determines parameters for the next step, and a database of captured step motion data. Captured step data are managed as 6D Delaunay triangles, and valid blended step... View full abstract»

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  • Real-time cloth simulation with sparse particles and curved faces

    Publication Year: 2001, Page(s):220 - 227
    Cited by:  Papers (10)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (809 KB) | HTML iconHTML

    In this paper, we present a novel technique for real-time cloth simulation. The method combines dynamic simulation and geometric techniques. Only a small number of particles (a few hundred at maximum) are controlled using dynamic simulation to simulate global cloth behaviors such as waving and bending. The cloth surface is then smoothed based on the elastic forces applied to each particle and the ... View full abstract»

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  • Collision resolutions in cloth simulation

    Publication Year: 2001, Page(s):122 - 127
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (504 KB) | HTML iconHTML

    We present a new collision resolution scheme for cloth collisions. Our main concern is to find dynamically convincing resolutions, i.e. positions and velocities of cloth elements, for any kinds of collisions occuring in cloth simulation (cloth-cloth, cloth-rigid, anti cloth-cloth-rigid). We define our cloth surface as connected faces of mass particles, where each particle is controlled by its inte... View full abstract»

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  • A layered approach to deformable modeling and animation

    Publication Year: 2001, Page(s):184 - 191
    Cited by:  Patents (15)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (681 KB) | HTML iconHTML

    Our approach integrates three mechanisms needed to model and animate deformable objects: controlling mechanisms, geometric surface deformation, and mesh refinement. Most approaches focus either modeling the physically correct behavior or alternative representations for deformable models. This results in a set of method specific algorithms that best represents a particular class of deformable objec... View full abstract»

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  • Towards the Holodeck: building emotional virtual humans for training

    Publication Year: 2001
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (78 KB) | HTML iconHTML

    I describe a collaborative effort between members of the entertainment and research communities to advance the state of immersive training technology. Pulling together Hollywood's expertise in story, visual effects and production, with expertise in graphics, gaming, artificial intelligence, linguistics, cognitive science, and audio processing, a group of researchers, storytellers and graphic artis... View full abstract»

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  • Adaptive gait generation via physiological controls

    Publication Year: 2001, Page(s):42 - 51
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (807 KB) | HTML iconHTML

    We present a control methodology for locomotion using virtual oscillators whose nonlinear dynamics is generated via a couple of mutually inhibited neurons. A controller that rotates a joint is driven by a neural output, and the state of the neural oscillator is entrained by the signal of the controller in return. Such mutual feedback supplies stable controls of rhythmic motions for variable condit... View full abstract»

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  • Virtual body morphing

    Publication Year: 2001, Page(s):158 - 166
    Cited by:  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (816 KB) | HTML iconHTML

    We discuss how to morph between several different human body-shapes. The main idea is to create one human body structure from given human body shape data (either from photographs, designer's tool, laser scanner or infrared scanner), then use a rapid 3D-morphing system to create different versions of the body shape. This is done using interpolation and 2D-image metamorphosis based on triangulation ... View full abstract»

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  • Automatic simplification of particle system dynamics

    Publication Year: 2001, Page(s):210 - 257
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1074 KB) | HTML iconHTML

    We present a novel framework for automatically simplifying the dynamics computation of particle systems to improve simulation speeds. Our approach is based on a physically-based subdivision scheme to generate a hierarchy of approximated motion models or simulation levels of detail (SLOD). At each time step, the SLODs are updated on-the-fly, and the appropriate SLOD is chosen adaptively to reduce c... View full abstract»

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  • Constrained framespace interpolation

    Publication Year: 2001, Page(s):61 - 72
    Cited by:  Papers (3)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (974 KB) | HTML iconHTML

    This paper aims to consistently blend different types of motions after establishing automatic correspondence between their salient features. Framespace interpolation is a consistent forward kinematics motion transition technique that uses weights from input spline curves to warp and blend motions. Its application has been limited to interactive interpolation of two or four cyclic motions. Though b... View full abstract»

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  • Integration of optimization by genetic algorithms into an L-system-based animation system

    Publication Year: 2001, Page(s):106 - 253
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (820 KB) | HTML iconHTML

    In computer graphics L-systems represent a powerful rule-based language for modeling complex objects and their animation. However, designing objects and animations by rules is a difficult task because designers often cannot foresee the consequences of rules. This is especially true for non-experts in the domain. Therefore, we propose to enhance an L-system based animation system with evolutionary ... View full abstract»

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  • Interactive modeling of the human musculature

    Publication Year: 2001, Page(s):167 - 255
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (643 KB) | HTML iconHTML

    In this paper, we extend our previous work (Proc. Computer Animation and Simulation, pp. 125-135, Aug. 2000) and propose a muscle model that is suitable for computer graphics based on physiological and anatomical considerations. Muscle motion and deformation is automatically derived from one or several action lines, each action line being deformed by a 1D mass-spring system. The resulting model is... View full abstract»

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  • Through-the-eyes control of a virtual humanoid

    Publication Year: 2001, Page(s):74 - 83
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (794 KB) | HTML iconHTML

    We present an animation technique to control a humanoid in a virtual environment. The automatic generation of humanoid motion is difficult and needs to be simplified. The solution proposed in this paper consists of controlling humanoid motion through the image it "perceives": through-the-eyes control. The considered approach is based on the visual servoing concept. It allows the automatic generati... View full abstract»

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  • AI-based animation for interactive storytelling

    Publication Year: 2001, Page(s):113 - 120
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (987 KB) | HTML iconHTML

    In this paper, we describe a method for implementing AI-based animation of artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype based on the UnrealTM game engine and carried out experiments with a simple sitcom-like scenario. We discuss the central role of artificial actors in interactive storytelling and how real-time generation ... View full abstract»

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  • Human spine posture estimation from video images based on connected vertebra spheres model

    Publication Year: 2001, Page(s):174 - 181
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (986 KB) | HTML iconHTML

    This paper reports a method for estimating human spine posture using the front and side views of a human body taken by a video camera. We present here a new 3D model to estimate the spine posture using connected vertebra spheres. In this model, each vertebra forming the spine is approximated as a sphere. The spine is approximated as a series of spheres connecting each other. Each sphere has the co... View full abstract»

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  • Pedestrians: creating agent behaviors through statistical analysis of observation data

    Publication Year: 2001, Page(s):84 - 92
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (837 KB) | HTML iconHTML

    Creating a complex virtual environment with human inhabitants that behave as we would expect real humans to behave is a difficult and time consuming task. Time must be spent to construct the environment, to create human figures, to create animations for the agents' actions, and to create controls for the agents' behaviors, such as scripts, plans, and decision-makers. Often work done for one virtua... View full abstract»

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