Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games最新文献

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Fast contact determination for intersecting deformable solids 相交可变形固体的快速接触测定
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822015
Óscar Civit Flores, A. Susín
{"title":"Fast contact determination for intersecting deformable solids","authors":"Óscar Civit Flores, A. Susín","doi":"10.1145/2822013.2822015","DOIUrl":"https://doi.org/10.1145/2822013.2822015","url":null,"abstract":"We present a fast contact determination scheme for intersecting deformable solids with detailed surface geometry. Given a high resolution closed surface mesh we automatically build a coarse embedding tetrahedralization and a partitioned representation of the surface in a preprocess. During simulation, the contact determination algorithm finds all intersecting pairs of deformed triangles using a memory-efficient barycentric bounding volume hierarchy, connects them into potentially disjoint intersection curves and performs a topological flood process on the exact intersection surfaces to discover a minimal set of contact points. A unique contact normal is computed for each contact volume, based on a continuous definition of surface normals, and used to find contact point correspondences suitable for contact treatment. The algorithm is strongly output-sensitive and we demonstrate robust contact determination at 60 frames per second for a pair of objects with 100K triangles in shallow intersecting contact.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"275 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121245826","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Pattern-guided simulations of immersed rigid bodies 浸入式刚体的模式引导模拟
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822019
Haoran Xie, K. Miyata
{"title":"Pattern-guided simulations of immersed rigid bodies","authors":"Haoran Xie, K. Miyata","doi":"10.1145/2822013.2822019","DOIUrl":"https://doi.org/10.1145/2822013.2822019","url":null,"abstract":"This paper proposes a pattern-guided framework for immersed rigid body simulations involving unsteady dynamics of a fully immersed or submerged rigid body in a still flow. Instead of the heavy computation of fluid-body coupling simulations, a novel framework considering different flow effects from the surrounding flow is constructed by parameter estimation of force coefficients. We distinguish the flow effects of the inertial, viscous and turbulent effects to the rigid body. It is difficult to clarify the force coefficients of viscous effect in real flow. In this paper we define the control parameters of viscous forces in rigid body simulator, and propose a energy optimization strategy for determining the time series of control parameters. This strategy is built upon a motion graph of motion patterns and the turbulent kinetic energy. The proposed approach achieves efficient and realistic immersed rigid body simulation results, and these results are relevant to the real-time animations of body-vorticity coupling.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125367446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
RT-RRT*: a real-time path planning algorithm based on RRT* RT-RRT*:基于RRT*的实时路径规划算法
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822036
Kourosh Naderi, Joose Rajamäki, Perttu Hämäläinen
{"title":"RT-RRT*: a real-time path planning algorithm based on RRT*","authors":"Kourosh Naderi, Joose Rajamäki, Perttu Hämäläinen","doi":"10.1145/2822013.2822036","DOIUrl":"https://doi.org/10.1145/2822013.2822036","url":null,"abstract":"This paper presents a novel algorithm for real-time path-planning in a dynamic environment such as a computer game. We utilize a real-time sampling approach based on the Rapidly Exploring Random Tree (RRT) algorithm that has enjoyed wide success in robotics. More specifically, our algorithm is based on the RRT* and informed RRT* variants. We contribute by introducing an online tree rewiring strategy that allows the tree root to move with the agent without discarding previously sampled paths. Our method also does not have to wait for the tree to be fully built, as tree expansion and taking actions are interleaved. To our knowledge, this is the first real-time variant of RRT*. We demonstrate our method, dubbed Real-Time RRT* (RT-RRT*), in navigating a maze with moving enemies that the controlled agent is required to avoid within a predefined radius. Our method finds paths to new targets considerably faster when compared to CL-RRT, a previously proposed real-time RRT variant.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129320537","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 104
Optimal marker set for motion capture of dynamical facial expressions 动态面部表情动作捕捉的最优标记集
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822042
Clément Reverdy, S. Gibet, Caroline Larboulette
{"title":"Optimal marker set for motion capture of dynamical facial expressions","authors":"Clément Reverdy, S. Gibet, Caroline Larboulette","doi":"10.1145/2822013.2822042","DOIUrl":"https://doi.org/10.1145/2822013.2822042","url":null,"abstract":"We seek to determine an optimal set of markers for marker-based facial motion capture and animation control. The problem is addressed in two different ways: on the one hand, different sets of empirical markers classically used in computer animation are evaluated; on the other hand, a clustering method that automatically determines optimal marker sets is proposed and compared with the empirical marker sets. To evaluate the quality of a set of markers, we use a blendshape-based synthesis technique that learns the mapping between marker positions and blendshape weights, and we calculate the reconstruction error of various animated sequences created from the considered set of markers in comparison to ground truth data. Our results show that the clustering method outperforms the heuristic approach.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124035276","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 15
Crowd art: density and flow based crowd motion design 人群艺术:基于密度和流量的人群运动设计
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822023
Kevin Jordao, Panayiotis Charalambous, M. Christie, J. Pettré, Marie-Paule Cani
{"title":"Crowd art: density and flow based crowd motion design","authors":"Kevin Jordao, Panayiotis Charalambous, M. Christie, J. Pettré, Marie-Paule Cani","doi":"10.1145/2822013.2822023","DOIUrl":"https://doi.org/10.1145/2822013.2822023","url":null,"abstract":"Artists, animation and game designers are in demand for solutions to easily populate large virtual environments with crowds that satisfy desired visual features. This paper presents a method to intuitively populate virtual environments by specifying two key features: localized density, being the amount of agents per unit of surface, and localized flow, being the direction in which agents move through a unit of surface. The technique we propose is also time-independant, meaning that whatever the time in the animation, the resulting crowd satisfies both features. To achieve this, our approach relies on the Crowd Patches model. After discretizing the environment into regular patches and creating a graph that links these patches, an iterative optimization process computes the local changes to apply on each patch (increasing/reducing the number of agents in each patch, updating the directions of agents in the patch) in order to satisfy overall density and flow constraints. A specific stage is then introduced after each iteration to avoid the creation of local loops by using a global pathfinding process. As a result, the method has the capacity of generating large realistic crowds in minutes that endlessly satisfy both user specified densities and flow directions, and is robust to contradictory inputs. At last, to ease the design the method is implemented in an artist-driven tool through a painting interface.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114758291","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 15
Adaptation procedure for HMM-based sensor-dependent gesture recognition 基于hmm的传感器依赖手势识别的自适应程序
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822032
S. Laraba, J. Tilmanne, T. Dutoit
{"title":"Adaptation procedure for HMM-based sensor-dependent gesture recognition","authors":"S. Laraba, J. Tilmanne, T. Dutoit","doi":"10.1145/2822013.2822032","DOIUrl":"https://doi.org/10.1145/2822013.2822032","url":null,"abstract":"In this paper, we address the problem of sensor-dependent gesture recognition thanks to adaptation procedure. Capturing human movements by a motion capture (MoCap) system provides very accurate data. Unfortunately, such systems are very expensive, unlike recent depth sensors, like Microsoft Kinect, which are much cheaper, but provide lower data quality. Hidden Markov Models (HMMs) are widely used in gesture recognition to learn the dynamics of each gesture class. However, models trained on one type of data can only be used on data of the same type. For this reason, we propose to adapt HMMs trained on Mocap data to a small set of Kinect data using Maximum Likelihood Linear Regression (MLLR) to recognize gestures captured by a Kinect. Results show that using this method, we can achieve a recognition average accuracy of 84.48% using a small set of adaptation data while, using the same set to create new models, we obtain only 72.41% of accuracy.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125296004","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Motion control via muscle synergies: application to throwing 运动控制通过肌肉协同作用:应用于投掷
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822022
A. L. C. Ruiz, C. Pontonnier, Jonathan Levy, G. Dumont
{"title":"Motion control via muscle synergies: application to throwing","authors":"A. L. C. Ruiz, C. Pontonnier, Jonathan Levy, G. Dumont","doi":"10.1145/2822013.2822022","DOIUrl":"https://doi.org/10.1145/2822013.2822022","url":null,"abstract":"In the current paper, we present a control method based on muscle synergy extraction and adaptation to drive a human arm in a direct dynamics simulation of an overhead throwing motion. The experimental protocol for synergy extraction and model are first presented, followed by a control method consisting of a series of optimizations to adapt muscle parameters and synergies to match experimental data. Results show that the motion can be accurately reproduced thanks to the muscle synergy extraction and adaptation to the model.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115465839","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Animation realism affects perceived character appeal of a self-virtual face 动画现实主义影响感知的角色吸引力的一个自我虚拟的脸
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822035
Elena Kokkinara, R. Mcdonnell
{"title":"Animation realism affects perceived character appeal of a self-virtual face","authors":"Elena Kokkinara, R. Mcdonnell","doi":"10.1145/2822013.2822035","DOIUrl":"https://doi.org/10.1145/2822013.2822035","url":null,"abstract":"Appearance and animation realism of virtual characters in games, movies or other VR applications has been shown to affect audiences levels of acceptance and engagement with these characters. However, when a virtual character is representing us in VR setup, the level of engagement might also depend on the levels of perceived ownership and sense of control (agency) we feel towards this virtual character. In this study, we used advanced face-tracking technology in order to map real-time tracking data of participants' head and eye movements, as well as facial expressions on virtual faces with different appearance realism characteristics (realistic or cartoon-like) and different levels of animation realism (complete or reduced facial movements). Our results suggest that virtual faces are perceived as more appealing when higher levels of animation realism are provided through real-time tracking. Moreover, high-levels of face-ownership and agency can be induced through synchronous mapping of the face tracking on the virtual face. In this study, we provide valuable insights for future games that use face tracking as an input.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126946293","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 39
The sea is your mirror 大海是你的镜子
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822038
M. Parenthoën, Fred Murie, F. Thery
{"title":"The sea is your mirror","authors":"M. Parenthoën, Fred Murie, F. Thery","doi":"10.1145/2822013.2822038","DOIUrl":"https://doi.org/10.1145/2822013.2822038","url":null,"abstract":"The Sea Is Your Mirror is an artistic interactive experience where surface cerebral electromagnetic waves from a participant wearing an EEG sensor headset are depicted in real-time as ocean waves in an animated 3D environment. The aim of this article is to describe the sea wave model used for the sea state animation and how it is connected to the brain computer interface (BCI). The sea state is animated by the groupy choppy wave model that provides nonlinear sea states with wave groups and asymmetric wave shapes. The BCI maps the temporal spectrum of the electroencephalogram onto the elevation spectrum of the sea surface. The resulting setup enables the participant to fly over a dynamic sea state: a metaphor for conscious and unconscious neurofeedback.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127206194","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Interactive procedural simulation of paper tearing with sound 带声音的纸张撕裂的交互式程序模拟
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822029
T. Lejemble, Amélie Fondevilla, Nicolas Durin, Thibault Blanc-Beyne, Camille Schreck, Pierre-Luc Manteaux, P. Kry, Marie-Paule Cani
{"title":"Interactive procedural simulation of paper tearing with sound","authors":"T. Lejemble, Amélie Fondevilla, Nicolas Durin, Thibault Blanc-Beyne, Camille Schreck, Pierre-Luc Manteaux, P. Kry, Marie-Paule Cani","doi":"10.1145/2822013.2822029","DOIUrl":"https://doi.org/10.1145/2822013.2822029","url":null,"abstract":"We present a phenomenological model for the real-time simulation of paper tearing and sound. The model uses as input rotations of the hand along with the index and thumb of left and right hands to drive the position and orientation of two regions of a sheet of paper. The motion of the hands produces a cone shaped deformation of the paper and guides the formation and growth of the tear. We create a model for the direction of the tear based on empirical observation, and add detail to the tear with a directed noise model. Furthermore, we present a procedural sound synthesis method to produce tearing sounds during interaction. We show a variety of paper tearing examples and discuss applications and limitations.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133279022","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
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