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- research-articleNovember 2024
Estimating Cloth Elasticity Parameters From Homogenized Yarn-Level Models
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 7, Pages 1–12https://doi.org/10.1145/3677388.3696340Virtual garment simulation has become increasingly important with applications in garment design and virtual try-on. However, reproducing garments faithfully remains a cumbersome process. We propose an end-to-end forward pipeline for estimating ...
- research-articleNovember 2024
Dog Code: Human to Quadruped Embodiment using Shared Codebooks
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 10, Pages 1–11https://doi.org/10.1145/3677388.3696339Many VR animal embodiment sytsems suffer from poor animation fidelity, typically animating the animal avatars using inverse kinematics. We address this issue, presenting a novel deep-learning method, centred around a shared codebook, for mapping human ...
- research-articleNovember 2024
Factorized Motion Diffusion for Precise and Character-Agnostic Motion Inbetweening
- Justin Studer,
- Dhruv Agrawal,
- Dominik Borer,
- Seyedmorteza Sadat,
- Robert W. Sumner,
- Martin Guay,
- Jakob Buhmann
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 11, Pages 1–10https://doi.org/10.1145/3677388.3696338Animation is a challenging and time-consuming process where animators must manipulate hundreds of controls over space and time to create compelling motions. Recent advances in motion diffusion models have shown impressive results for general motion ...
- research-articleNovember 2024
Social Crowd Simulation: Improving Realism with Social Rules and Gaze Behavior
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 3, Pages 1–11https://doi.org/10.1145/3677388.3696337This paper proposes a novel approach to enhance the realism of a rule-based crowd simulation model by incorporating social rules and gaze-driven attention with consistent animations. Current crowd simulation models focus mostly on steering towards a ...
- research-articleNovember 2024
EmoSpaceTime: Decoupling Emotion and Content through Contrastive Learning for Expressive 3D Speech Animation
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 18, Pages 1–12https://doi.org/10.1145/3677388.3696336Equipping stylized conversational characters with facial animations tailored to specific emotions enhances coherence and authenticity. Many data-driven speech animation methods lack dynamic facial expressions since they rely on explicit semantic control ...
- research-articleNovember 2024
Adaptive Distributed Simulation of Fluids and Rigid Bodies
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 6, Pages 1–10https://doi.org/10.1145/3677388.3696334We present a framework for the interactive simulation of fluids coupled with rigid bodies that targets heterogeneous distributed computing architectures. Specifically, our proposed approach is well-suited for computer graphics applications that combine ...
- research-articleNovember 2024
Adaptive Sub-stepping for Constrained Rigid Body Simulations
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 5, Pages 1–6https://doi.org/10.1145/3677388.3696331Achieving stable simulation of constrained rigid body systems is a primary concern for many computer graphics applications, such as video games, robotic planning, and virtual reality training. In this paper, we present a novel adaptive sub-stepping ...
- research-articleNovember 2024
ReGAIL: Toward Agile Character Control From a Single Reference Motion
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 9, Pages 1–10https://doi.org/10.1145/3677388.3696330We present an approach for training "agile" character control policies, able to produce a wide variety of motor skills from a single reference motion cycle. Our technique builds off of generative adversarial imitation learning (GAIL), with a key novelty ...
- research-articleNovember 2024
Implicit and Parametric Avatar Pose and Shape Estimation From a Single Frontal Image of a Clothed Human
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 20, Pages 1–11https://doi.org/10.1145/3677388.3696328In this paper, we tackle the challenge of three-dimensional estimation of expressive, animatable, and textured human avatars from a single frontal image. Leveraging a Skinned Multi-Person Linear (SMPL) parametric body, we adjust the model parameters to ...
- research-articleNovember 2024
Real-time Diverse Motion In-betweening with Space-time Control
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 8, Pages 1–8https://doi.org/10.1145/3677388.3696327In this work, we present a data-driven framework for generating diverse in-betweening motions for kinematic characters. Our approach injects dynamic conditions and explicit motion controls into the procedure of motion transitions. Notably, this ...
- research-articleNovember 2024
From Words to Worlds: Transforming One-line Prompts into Multi-modal Digital Stories with LLM Agents
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 21, Pages 1–12https://doi.org/10.1145/3677388.3696321Digital storytelling, essential in entertainment, education, and marketing, faces challenges in generation efficiency. The StoryAgent framework, introduced in this paper, utilizes Large Language Models and generative tools to automate and refine digital ...
- research-articleNovember 2024
ProbTalk3D: Non-Deterministic Emotion Controllable Speech-Driven 3D Facial Animation Synthesis Using VQ-VAE
MIG '24: Proceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and GamesArticle No.: 15, Pages 1–12https://doi.org/10.1145/3677388.3696320Audio-driven 3D facial animation synthesis has been an active field of research with attention from both academia and industry. While there are promising results in this area, recent approaches largely focus on lip-sync and identity control, neglecting ...
- research-articleNovember 2024
Multi-Resolution Generative Modeling of Human Motion from Limited Data
CVMP '24: Proceedings of 21st ACM SIGGRAPH Conference on Visual Media ProductionArticle No.: 7, Pages 1–10https://doi.org/10.1145/3697294.3697309We present a generative model that learns to synthesize human motion from limited training sequences. Our framework provides conditional generation and blending across multiple temporal resolutions. The model adeptly captures human motion patterns by ...
- research-articleNovember 2024
Image-Based Material Editing Using Perceptual Attributes or Ground-Truth Parameters
CVMP '24: Proceedings of 21st ACM SIGGRAPH Conference on Visual Media ProductionArticle No.: 5, Pages 1–9https://doi.org/10.1145/3697294.3697301Image-based material editing neural networks have been trained on perceptual attributes because such attributes are human-friendly. But it seems that training such networks on non-perceptual material parameters has been neglected in comparison. It is ...
- research-articleNovember 2024
Optimal OLAT Alignment for Image Based Relighting with Color-Multiplexed OLAT Sequence
CVMP '24: Proceedings of 21st ACM SIGGRAPH Conference on Visual Media ProductionArticle No.: 4, Pages 1–7https://doi.org/10.1145/3697294.3697297We present two color-multiplexed illumination sequences for optimally-aligned one-light-at-a-time (OLAT) captures. We leverage color-multiplexing strategies to embed tracking frames within the OLAT photographs to correct for subject motion. Our method ...
- research-articleNovember 2024
Classifying Presence Scores: Insights and Analysis from Two Decades of the Igroup Presence Questionnaire (IPQ)
ACM Transactions on Computer-Human Interaction (TOCHI), Volume 31, Issue 5Article No.: 61, Pages 1–26https://doi.org/10.1145/3689046Presence, or the experience of being present in a computer-generated environment, is a defining element of virtual reality. While there are different methodologies to measure presence, questionnaires remain the most popular, particularly the Igroup ...
- research-articleNovember 2024
Dynamic Cache Method Based on Content Popularity in Mobile Edge Computing
IPPR '24: Proceedings of the 2024 International Conference on Intelligent Perception and Pattern RecognitionPages 106–110https://doi.org/10.1145/3700035.3700053Virtual reality (VR) as an emerging technology, has been deeply integrated into people's production and life, and has become an indispensable part of today's society. With the continuous growth of the VR market, the realization of ultra-low latency ...
- research-articleNovember 2024
Iris template protection method based on dual mapping double bloom filter
IPPR '24: Proceedings of the 2024 International Conference on Intelligent Perception and Pattern RecognitionPages 70–76https://doi.org/10.1145/3700035.3700047Aiming at the problem that template leakage in iris recognition system, a novel iris template protection method based on dual mapping double bloom filter and discrete logarithm is proposed, dual mapping refers to adding gray mapping to the original double ...