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Volume 4, Issue 3September 2021
Reflects downloads up to 19 Feb 2025Bibliometrics
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research-article
Coupling Friction with Visual Appearance
Article No.: 31, Pages 1–20https://doi.org/10.1145/3480138

We present a novel meso-scale model for computing anisotropic and asymmetric friction for contacts in rigid body simulations that is based on surface facet orientations. The main idea behind our approach is to compute a direction dependent friction ...

research-article
Volume Preserving Simulation of Soft Tissue with Skin
Article No.: 32, Pages 1–23https://doi.org/10.1145/3480143

Simulation of human soft tissues in contact with their environment is essential in many fields, including visual effects and apparel design. Biological tissues are nearly incompressible. However, standard methods employ compressible elasticity models ...

research-article
Best Paper
Best Paper
Fast Corotated Elastic SPH Solids with Implicit Zero-Energy Mode Control
Article No.: 33, Pages 1–21https://doi.org/10.1145/3480142

We develop a new operator splitting formulation for the simulation of corotated linearly elastic solids with Smoothed Particle Hydrodynamics (SPH). Based on the technique of Kugelstadt et al. [2018] originally developed for the Finite Element Method (...

research-article
A functional skeleton transfer
Article No.: 34, Pages 1–15https://doi.org/10.1145/3480140

The animation community has spent significant effort trying to ease rigging procedures. This is necessitated because the increasing availability of 3D data makes manual rigging infeasible. However, object animations involve understanding elaborate ...

research-article
Flexible Motion Optimization with Modulated Assistive Forces
Article No.: 35, Pages 1–25https://doi.org/10.1145/3480144

Animated motions should be simple to direct while also being plausible. We present a flexible keyframe-based character animation system that generates plausible simulated motions for both physically-feasible and physically-infeasible motion ...

research-article
Diverse Motion Stylization for Multiple Style Domains via Spatial-Temporal Graph-Based Generative Model
Article No.: 36, Pages 1–17https://doi.org/10.1145/3480145

This paper presents a novel deep learning-based framework for translating a motion into various styles within multiple domains. Our framework is a single set of generative adversarial networks that learns stylistic features from a collection of unpaired ...

research-article
Public Access
Three Dimensional Reconstruction of Botanical Trees with Simulatable Geometry
Article No.: 37, Pages 1–16https://doi.org/10.1145/3480146

We tackle the challenging problem of creating full and accurate three dimensional reconstructions of botanical trees with the topological and geometric accuracy required for subsequent physical simulation, e.g. in response to wind forces. Although ...

research-article
Public Access
Recovering Geometric Information with Learned Texture Perturbations
Article No.: 38, Pages 1–18https://doi.org/10.1145/3480137

Regularization is used to avoid overfitting when training a neural network; unfortunately, this reduces the attainable level of detail hindering the ability to capture high-frequency information present in the training data. Even though various ...

research-article
Global Position Prediction for Interactive Motion Capture
Article No.: 39, Pages 1–16https://doi.org/10.1145/3479985

We present a method for reconstructing the global position of motion capture where position sensing is poor or unavailable. Capture systems, such as IMU suits, can provide excellent pose and orientation data of a capture subject, but otherwise need post ...

research-article
Neural UpFlow: A Scene Flow Learning Approach to Increase the Apparent Resolution of Particle-Based Liquids
Article No.: 40, Pages 1–26https://doi.org/10.1145/3480147

We present a novel up-resing technique for generating high-resolution liquids based on scene flow estimation using deep neural networks. Our approach infers and synthesizes small- and large-scale details solely from a low-resolution particle-based ...

research-article
Visual Simulation of Soil-Structure Destruction with Seepage Flows
Article No.: 41, Pages 1–18https://doi.org/10.1145/3480141

This paper introduces a method for simulating soil-structure coupling with water, which involves a series of visual effects, including wet granular materials, seepage flows, capillary action between grains, and dam breaking simulation. We develop a ...

research-article
A Perceptually-Validated Metric for Crowd Trajectory Quality Evaluation
Article No.: 42, Pages 1–18https://doi.org/10.1145/3480136

Simulating crowds requires controlling a very large number of trajectories and is usually performed using crowd motion algorithms for which appropriate parameter values need to be found. The study of the relation between parametric values for simulation ...

research-article
Efficient acoustic perception for virtual AI agents
Article No.: 43, Pages 1–13https://doi.org/10.1145/3480139

We model acoustic perception in AI agents efficiently within complex scenes with many sound events. The key idea is to employ perceptual parameters that capture how each sound event propagates through the scene to the agent's location. This naturally ...

research-article
A GAN-Like Approach for Physics-Based Imitation Learning and Interactive Character Control
Article No.: 44, Pages 1–22https://doi.org/10.1145/3480148

We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework where an ...

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