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Learning to Play Guitar with Robotic Hands
Playing the guitar is a dexterous human skill that poses significant challenges in computer graphics and robotics due to the precision required in finger positioning and coordination between hands. Current methods often rely on motion capture data to ...
Llanimation: Llama Driven Gesture Animation
Co-speech gesturing is an important modality in conversation, providing context and social cues. In character animation, appropriate and synchronised gestures add realism, and can make interactive agents more engaging. Historically, methods for ...
Reactive Gaze during Locomotion in Natural Environments
Animating gaze behavior is crucial for creating believable virtual characters, providing insights into their perception and interaction with the environment. In this paper, we present an efficient yet natural-looking gaze animation model applicable to ...
Diffusion-based Human Motion Style Transfer with Semantic Guidance
3D Human motion style transfer is a fundamental problem in computer graphic and animation processing. Existing AdaIN-based methods necessitate datasets with balanced style distribution and content/style labels to train the clustered latent space. However,...
Pose-to-Motion: Cross-Domain Motion Retargeting with Pose Prior
Creating plausible motions for a diverse range of characters is a long-standing goal in computer graphics. Current learning-based motion synthesis methods rely on large-scale motion datasets, which are often difficult if not impossible to acquire. On the ...
Long-Term Motion In-Betweening via Keyframe Prediction
Motion in-betweening has emerged as a promising approach to enhance the efficiency of motion creation due to its flexibility and time performance. However, previous in-betweening methods are limited to generating short transitions due to growing pose ...
ADAPT: AI-Driven Artefact Purging Technique for IMU Based Motion Capture
While IMU based motion capture offers a cost-effective alternative to premium camera-based systems, it often falls short in matching the latter's realism. Common distortions, such as self-penetrating body parts, foot skating, and floating, limit the ...
Learning to Move Like Professional Counter-Strike Players
- D. Durst,
- F. Xie,
- V. Sarukkai,
- B. Shacklett,
- I. Frosio,
- C. Tessler,
- J. Kim,
- C. Taylor,
- G. Bernstein,
- S. Choudhury,
- P. Hanrahan,
- K. Fatahalian
In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in ...
PartwiseMPC: Interactive Control of Contact-Guided Motions
Physics-based character motions remain difficult to create and control. We make two contributions towards simpler specification and faster generation of physics-based control. First, we introduce a novel partwise model predictive control (MPC) method ...
VMP: Versatile Motion Priors for Robustly Tracking Motion on Physical Characters
Recent progress in physics-based character control has made it possible to learn policies from unstructured motion data. However, it remains challenging to train a single control policy that works with diverse and unseen motions, and can be deployed to ...
SketchAnim: Real-Time Sketch Animation Transfer from Videos
Animation of hand-drawn sketches is an adorable art. It allows the animator to generate animations with expressive freedom and requires significant expertise. In this work, we introduce a novel sketch animation framework designed to address inherent ...
Creating a 3D Mesh in A-Pose from a Single Image for Character Rigging
Learning-based methods for 3D content generation have shown great potential to create 3D characters from text prompts, videos, and images. However, current methods primarily focus on generating static 3D meshes, overlooking the crucial aspect of creating ...
Garment Animation NeRF with Color Editing
Generating high-fidelity garment animations through traditional workflows, from modeling to rendering, is both tedious and expensive. These workflows often require repetitive steps in response to updates in character motion, rendering viewpoint changes, ...
Generating Flight Summaries Conforming to Cinematographic Principles
We propose an automatic method for generating flight summaries of prescribed duration, given any planed 3D trajectory of a flying object. The challenge is to select relevant time-ellipses, while keeping and adequately framing the most interesting parts ...
Multiphase Viscoelastic Non-Newtonian Fluid Simulation
We propose an SPH-based method for simulating viscoelastic non-Newtonian fluids within a multiphase framework. For this, we use mixture models to handle component transport and conformation tensor methods to handle the fluid's viscoelastic stresses. In ...
Reconstruction of Implicit Surfaces from Fluid Particles using Convolutional Neural Networks
In this paper, we present a novel network-based approach for reconstructing signed distance functions from fluid particles. The method uses a weighting kernel to transfer particles to a regular grid, which forms the input to a convolutional neural ...
Unerosion: Simulating Terrain Evolution Back in Time
While the past of terrain cannot be known precisely because an effect can result from many different causes, exploring these possible pasts opens the way to numerous applications ranging from movies and games to paleogeography. We introduce unerosion, an ...
Curved Three-Director Cosserat Shells with Strong Coupling
Continuum-based shell models are an established approach for the simulation of thin deformables in computer graphics. However, existing research in physically-based animation is mostly focused on shear-rigid Kirchhoff-Love shells. In this work we explore ...
Generalized eXtended Finite Element Method for Deformable Cutting via Boolean Operations
Traditional mesh-based methods for cutting deformable bodies rely on modifying the simulation mesh by deleting, duplicating, deforming or subdividing its elements. Unfortunately, such topological changes eventually lead to instability, reduced accuracy, ...
Strongly Coupled Simulation of Magnetic Rigid Bodies
We present a strongly coupled method for the robust simulation of linear magnetic rigid bodies. Our approach describes the magnetic effects as part of an incremental potential function. This potential is inserted into the reformulation of the equations ...
A Multi-Layer Solver for XPBD
We present a novel multi-layer method for extended position-based dynamics that exploits a sequence of reduced models consisting of rigid and elastic parts to speed up convergence. Taking inspiration from concepts like adaptive rigidification and long-...
Robust and Artefact-Free Deformable Contact with Smooth Surface Representations
Modeling contact between deformable solids is a fundamental problem in computer animation, mechanical design, and robotics. Existing methods based on C0-discretizations---piece-wise linear or polynomial surfaces---suffer from discontinuities and ...
Index Terms
- Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation