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

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Visually believable explosions in real time 视觉上可信的实时爆炸
Claude Martins, J. W. Buchanan, J. Amanatides
{"title":"Visually believable explosions in real time","authors":"Claude Martins, J. W. Buchanan, J. Amanatides","doi":"10.1109/CA.2001.982398","DOIUrl":"https://doi.org/10.1109/CA.2001.982398","url":null,"abstract":"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.","PeriodicalId":244191,"journal":{"name":"Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121306344","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: 7
Interactive modeling of the human musculature 人体肌肉组织的互动建模
Amaury Aubel, D. Thalmann
{"title":"Interactive modeling of the human musculature","authors":"Amaury Aubel, D. Thalmann","doi":"10.1109/CA.2001.982390","DOIUrl":"https://doi.org/10.1109/CA.2001.982390","url":null,"abstract":"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 fast, can accommodate most superficial human muscles, and could easily be integrated into current modeling packages. Example animations can be found at .","PeriodicalId":244191,"journal":{"name":"Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129482536","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: 75
Analysis and synthesis of facial expressions with hand-generated muscle actuation basis 基于人工肌肉驱动的面部表情分析与合成
Byoungwon Choe, Hyeongseok Ko
{"title":"Analysis and synthesis of facial expressions with hand-generated muscle actuation basis","authors":"Byoungwon Choe, Hyeongseok Ko","doi":"10.1109/CA.2001.982372","DOIUrl":"https://doi.org/10.1109/CA.2001.982372","url":null,"abstract":"We present a performance-driven facial animation system for analyzing captured expressions to find muscle actuation and synthesizing expressions with the actuation values. A significantly different approach of our work is that we let artists sculpt the initial draft of the actuation basis: the basic facial shapes corresponding to the isolated actuation of individual muscles, instead of calculating skin surface deformation entirely, relying on mathematical models such as finite element methods. We synthesize expressions by linear combinations of the basis elements, and analyze expressions by finding the weights for the combinations. Even though the hand-generated actuation basis represents the essence of the subject's characteristic expressions, it is not accurate enough to be used in the subsequent computational procedures. We also describe an iterative algorithm to increase the accuracy of the actuation basis. The experimental results suggest that our artist-in-the-loop method produces a more predictable and controllable outcome than pure mathematical models, and thus can be a quite useful tool in animation productions.","PeriodicalId":244191,"journal":{"name":"Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132021044","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: 58
Merging deformable and rigid body mechanics simulation 合并变形体和刚体力学模拟
J. Jansson, J. Vergeest, G. Kuczogi, I. Horváth
{"title":"Merging deformable and rigid body mechanics simulation","authors":"J. Jansson, J. Vergeest, G. Kuczogi, I. Horváth","doi":"10.1109/CA.2001.982388","DOIUrl":"https://doi.org/10.1109/CA.2001.982388","url":null,"abstract":"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 occurs between the mass elements only, and thus there is no need for explicit handling of rigid-deformable or rigid-rigid body interaction. This also means that bodies can be partially rigid and partially deformable. It is also possible to change whether part of a body should be rigid or not dynamically. We present a demonstration example, and also possible applications in conceptual design engineering, geometric modeling, as well as computer animation.","PeriodicalId":244191,"journal":{"name":"Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130430001","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: 1
AI-based animation for interactive storytelling 基于人工智能的交互式故事动画
M. Cavazza, Fred Charles, Steven J. Mead
{"title":"AI-based animation for interactive storytelling","authors":"M. Cavazza, Fred Charles, Steven J. Mead","doi":"10.1109/CA.2001.982384","DOIUrl":"https://doi.org/10.1109/CA.2001.982384","url":null,"abstract":"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 Unreal/sup TM/ 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 of their behaviour participates to the creation of a dynamic storyline. We follow previous work describing the behaviour of artificial actors through AI planning formalisms, and adapt it to the context of narrative representation. The set of all possible behaviours, accounting for various instantiations of a basic plot, can be represented through an AND/OR graph. A real-time variant of the AO* algorithm can be used to interleave planning and action, thus allowing characters to interact between themselves and with the user. Finally, we present several examples of short plots and situations generated by the system from the dynamic interaction of artificial actors.","PeriodicalId":244191,"journal":{"name":"Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126336677","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: 30
Face animation based on observed 3D speech dynamics 基于观察到的3D语音动态的人脸动画
Gregor A. Kalberer, L. Gool
{"title":"Face animation based on observed 3D speech dynamics","authors":"Gregor A. Kalberer, L. Gool","doi":"10.1109/CA.2001.982373","DOIUrl":"https://doi.org/10.1109/CA.2001.982373","url":null,"abstract":"Realistic face animation is especially hard as we are all experts in the perception and interpretation of face dynamics. One approach is to simulate facial anatomy. Alternatively, animation can be based on first observing the visible 3D dynamics, extracting the basic modes, and then putting these together according to the required performance. This is the strategy followed in this paper, which focuses on speech. The approach follows a kind of bootstrap procedure. First, 3D shape statistics are learned from a talking face with a relatively small number of markers. A 3D reconstruction is produced at temporal intervals of 1/25 s. A topological mask of the lower half of the face is fitted to the motion. Principal component analysis (PCA) of the mask shapes reduces the dimension of the mask shape space. The result is two-fold. On the one hand, the face can be animated (in our case, it can be made to speak new sentences). On the other hand, face dynamics can be tracked in 3D without markers for performance capture.","PeriodicalId":244191,"journal":{"name":"Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130262310","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: 49
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