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Video event representation and inference on And-Or graph
This paper presents an approach for video event inference from dozens of actions performed by multiple players. First, we constructed an And-Or graph to describe the different configurations of the event category such as shooting in soccer matches. We ...
Efficient modeling of numerous trees by introducing growth volume for real-time virtual ecosystems
This study suggests a growth volume system for the efficient modeling of numerous trees for a real-time virtual ecosystem. To increase the efficiency of the real-time system and to allow natural tree generation, the basic tree modeling system obtains ...
Video-driven state-aware facial animation
It is important in computer animation to synthesize expressive facial animation for avatars from videos. Some traditional methods track a set of semantic feature points on the face to drive the avatar. However, these methods usually suffer from ...
Video composition by optimized 3D mean-value coordinates
In this paper, we propose a new video composition method by 3D mean-value coordinate (MVC). 2D MVCs have been widely used in image composition; however, when 2D MVC is applied to a video sequence directly, because of over-blending and the lack of ...
Generation of coherent mosaic animations: enhancement and evaluation of temporal coherence
Although the creation static mosaic-like images from non-mosaic input has been studied, satisfactory methods to maintain and evaluate the temporal coherence of tiles for mosaic animations have remained elusive. Here, we describe a method that ...
Example-based inverse kinematics using cage
This paper presents a cage-based inverse kinematics (CageIK) that enables interactive posing of character models in a wide range of mesh representations using handle points. By providing a set of cage geometries as examples, CageIK optimizes ...
Characteristics preserving racer animation: a data-driven race path synthesis in formation space
We propose a race path synthesis framework based on a data-driven approach that provides good controllability for synthesizing race paths with characteristics preserved for racer animations. We introduce formation field, a data structure that samples ...
Detail-aware spatial deformation transfer
In this paper, we propose a deformation transfer method that is applicable to multi-component objects and is able to transfer fine-scale deformations. To accomplish our goal, we combine surface-based and space-based deformation transfers. Our system ...
A blendshape model that incorporates physical interaction
The linear blendshape technique has been intensively used for computer animation and games because of its simplicity and effectiveness. However, it cannot describe rotational deformations and deformations because of self collision or scene interaction. ...
Interactive buildup of animation sequences with captured motion data
We present a new approach to interactive resequencing of captured motion data that allows the user to progressively extend his or her animations such that each extension can best fit user requirements with respect to space, time, and pose. In the ...
Photorealistic cloth in real-time applications
In this paper, we propose an efficient and stable animation and rendering method for complex mass-spring-based cloth model for interactive applications. Although the mass-spring model can be easily constructed and simulated, it is well known that the ...
Interactive coupling between a tree and raindrops
This paper presents a novel approach for simulating the dynamic coupling between a tree and raindrops based on physical deformation and fluid simulation. By the approach, tree animation in the rain can be simulated in a two-resolution way: branch motion ...
Simulation of multiple fluids with solid–liquid phase transition
Physically based multiphase fluid simulation has been a hot topic in computer graphics. Since there are complex changing interface topology and interactions among air, solid, and different fluids, few papers have devoted to simulate the multiple fluids ...
Practical simulation of hierarchical brittle fracture
A novel practical method for brittle fracture simulation is presented. Our fracture model is represented by a tree structure, and all elementary fracture pieces are hierarchically connected. Each node in a fracture tree has a glue table to define ...
Particle-based drop animation on meshes in real time
This paper presents a method for simulating the motion of water drops on a surface in real time. We describe the dynamics of a drop moving on the surface, and then we present our simulation model. We use a geometry-based representation of a drop. Each ...
A unified structure for crowd simulation
Realistic simulation of crowds is an important issue for the production of virtual worlds for games, entertainment or architectural and urban planning. Difficult issues need to be addressed such as collision avoidance and the handling of dynamic ...
Perceptually plausible formations for virtual conversers
Recent progress in real-time simulations has led to a higher demand for believability from virtual characters. Background characters are becoming a more integral part of games, with emphasis being placed in particular on interactions between them. ...
Affective engagement to emotional facial expressions of embodied social agents in a decision-making game
Previous research illustrates that people can be influenced by the emotional displays of computer-generated agents. What is less clear is if these influences arise from cognitive or affective process (i.e., do people use agent displays as information or ...
Crowd distribution and location preference
Most crowd simulators focus on navigation and agents flow. In this paper, we present another perspective that concentrates on the overall distribution of virtual agents and uses psychological preferences for choosing goal locations. Both observation and ...
Virtual calligraphic carving through smoothness scalar field and brush-pressure distribution
Virtual calligraphic carving aims to generate 3D virtual carving works from 2D calligraphic images. This paper proposes a method of virtual calligraphic carving taking calligraphic carving work as a depth map composed of smoothness scalar field and ...
Adaptive surface splatting for facial rendering
Recent advances in facial scanning technology provide highly detailed faces, including fine wrinkles. However, because of the increasing complexity of the resulting models, it is necessary to reduce the amount of data while preserving small-scale facial ...
Fast continuous collision culling with deforming noncollinear filters
We present a novel culling algorithm that uses deforming noncollinear filters to improve the performance of continuous collision detection (CCD) algorithms. The underlying idea is to use simple and effective filters, deforming noncollinear filters (NCFs)...
User-guided volumetric approximation using swept sphere volumes for physically based animation
We present an efficient, user-guided volumetric approximation algorithm, specifically designed for physically based animation. Our method combines automatic and interactive segmentation methods to give users an intuitive and easy way to approximate 3D ...
Physically based object withering simulation
This paper presents a finite element method-based framework for an object withering simulation modeled with heterogeneous material, such as fruits drying or decay. We introduce diffusion procedures for both the moisture content and decay spread, which ...
Detail-feature-preserving surface reconstruction
In this paper, we propose a feature-preserving surface reconstruction method from sparse noisy 3D measurements such as range scanning or passive multiview stereo. In contrast to earlier methods, we define a novel type of explicit 3D filter—regularized ...
Single image summarization of 3D animation using depth images
We propose a new image-space technique to summarize a 3D animation sequence into a single image by using the depth information of the animation. The proposed method extracts important frames from the animation sequence, where the important frames are ...
Speeding up the simulation of deformable objects through mesh improvement
We propose a novel mesh optimization approach that is useful for speeding up a simulation of finite elements-based deformable objects. The approach is based on a quality metric derived from the critical simulation time step of explicit time integration ...
Feature-based probabilistic texture blending with feature variations for terrains
The use of linear interpolation to blend different terrain types with distinct features produces translucency artefacts that can detract from the realism of the scene. The approach presented in this paper addresses the feature agnosticism of linear ...