We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the tradi...
Previous research has shown that a global multiple scattering simulation is needed to achieve physically realistic renderings of hair, particularly light-colored hair with low abs...
We present a new discretization for the physics-based animation of developable surfaces. Constrained to not deform at all in-plane but free to bend out-of-plane, these are an exce...
We introduce a method for efficiently animating a wide range of deformable materials. We combine a high resolution surface mesh with a tetrahedral finite element simulator that ma...
Animating natural human motion in dynamic environments is difficult because of complex geometric and physical interactions. Simulation provides an automatic solution to parts of t...
Humans usually associate an upright orientation with objects, placing them in a way that they are most commonly seen in our surroundings. While it is an open challenge to recover ...
Hongbo Fu, Daniel Cohen-Or, Gideon Dror, Alla Shef...
Character animation in video games--whether manually keyframed or motion captured--has traditionally relied on codifying skeletons early in a game's development, and creating...
Chris Hecker, Bernd Raabe, Ryan W. Enslow, John De...
When simulating large crowds, it is inevitable that the models and motions of many virtual characters will be cloned. However, the perceptual impact of this trade-off has never be...
A lot of research has recently focused on the problem of capturing the geometry and motion of garments. Such work usually relies on special markers printed on the fabric to establ...
Derek Bradley, Tiberiu Popa, Alla Sheffer, Wolfgan...