SCA: Symposium on Computer Animation - Posters and Showcases
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Item SCA 2016 Posters: Frontmatter(Eurographics Association, 2016) Jan Bender;Item Creating a Realistic Face Image from a Cartoon Character(The Eurographics Association, 2016) Nakamura, Masanori; Yamaguchi, Shugo; Fukusato, Tsukasa; Morishima, Shigeo; Jan BenderWe propose a method of creating a realistic face image from a 2D non-realistic character such as a cartoon. Our system allows us to create a high quality face image that is applicable for some application such as 3D character animation. Our system uses two key algorithms; one is an algorithm for synthesizing a novel face image without the warping process, and the other is a searching algorithm, which search each optimal patch from the database based on gradient distribution.Item Friction Sound Synthesis of Deformable Objects based on Adhesion Theory(The Eurographics Association, 2016) Nakatsuka, Takayuki; Morishima, Shigeo; Jan BenderFriction sound is one of the closest sounds for us in any situations. Most of those sounds are created by Foley artists in computer animations. However, synthesizing sounds in all scenes need technical skills and take high costs. In this research, we propose a novel physically-based approach to synthesize various kinds of friction sounds based on dynamics simulation.Item Efficient Storyboarding in 3D Game Engines(The Eurographics Association, 2016) Gouvatsos, Alexandros; Xiao, Zhidong; Pang, Keith; Marsden, Neil; Ark, Danny Van der; Hibbert, Jerry; Zhang, Jian J.; Jan BenderGetting an accurate match between initial storyboards and the 3D layout is difficult, given today's reality of multi-site productions. While big studios have the luxury of re-iterating over the 3D layout of a shot, smaller studios with smaller budgets have limited attempts to get it right. Going back to make corrections is the difference between delivering on time or going over budget. Studios can avoid mistakes and deliver on time by storyboarding directly in 3D, with the help of game engines. Thousands of minutes of animation have been created in this way, for productions such as "Bob the Builder" and "Tree Fu Tom".Item Data-driven Finger Motion Synthesis with Interactions(The Eurographics Association, 2016) Bitan, Moshe; Jörg, Sophie; Kraus, Sarit; Jan BenderThe film and video-game industries' rapidly increasing demand for realistic virtual characters is pushing for the development of fast and efficient character animation techniques. The use of motion capture has become an industry standard. While motion capture systems allow the production of high fidelity full-body motions, in most cases, the complex finger movements are later animated manually. Several methods have been suggested to automatically synthesize finger motions.Item Sketch-Based Per-Frame Inverse Kinematics(The Eurographics Association, 2016) Mahmudi, Mentar; Harish, Pawan; Callennec, Benoît Le; Boulic, Ronan; Jan BenderWe present a method that uses a sketch-based interface in conjunction with a parallelized per-frame inverse kinematics (Parallel- PFIK) method for the purpose of motion editing. The artist creates and edits 3D constraints through an intuitive and easy to use 2D interface. These constraints are passed to Parallel-PFIK in order to solve for the joint angles of the character in a fast and efficient manner. Parallel-PFIK employs multicore processors and current generation GPUs extending parallel damped least squares inverse kinematics to multiple frames in order to solve the entire animation in real time. Our method allows users to create and edit 3D animations using an intuitive 2D sketch-based interface bringing 2D artist into 3D character animation.Item A Choreographic Authoring System for Character Dance Animation Reflecting a User's Preference(The Eurographics Association, 2016) Kakitsuka, Ryo; Tsukuda, Kosetsu; Fukayama, Satoru; Iwamoto, Naoya; Goto, Masataka; Morishima, Shigeo; Jan BenderWe propose a new system for constructing character dance animation by considering animator's preferences. First, a user of the proposed system assigns a preferred motion, obtained through a searching algorithm, to arbitrary part in the music. Then the proposed system automatically assigns motions to the other remaining parts of the music by using motions in a database. By this system, we can create a new dance performance for character animation considering a user's preference.Item Sketch-Based 3D Hair Posing by Contour Drawings(ACM, 2017) Seki, Shogo; Igarashi, Takeo; Bernhard Thomaszewski and KangKang Yin and Rahul NarainWe propose a sketch-based method for posing a three-dimensional (3D) hair model that enables artists to create attractive hairstyles more easily and intuitively. The system takes partial contour drawings of a preferred hair shape to modify the rig parameters so that the hair model fits into the sketch. Our method consists of two parts: flow extraction from a sketch and pose construction using the flow. The method was evaluated by a user study and an interview with a professional 3D artist.Item Motion Retargeting to Preserve Spatial Relationship between Skinned Characters(ACM, 2017) Jin, Taeil; Kim, Meekyung; Lee, Sung-Hee; Bernhard Thomaszewski and KangKang Yin and Rahul NarainApplying motion capture data for multi-person interaction to virtual characters is challenging because one needs to preserve interaction semantics in addition to satisfying the general requirements for motion retargeting, such as preventing penetration and preserving naturalness. An e cient method for representing the scene semantics of interaction motions is to de ne the spatial relationships between body parts of characters. However, existing methods of this kind consider only character skeleton, and thus may require post-processing to re ne the interaction motions and remove artifacts from the viewpoint of skin meshes. This paper proposes a novel method for retargeting interaction motions with respect to character skins. To this end, we introduce the aura mesh surrounding a character's skin in order to represent skin-level spatial relationships between body parts. Using the aura mesh, we can retarget interaction motions while preserving skin-level spatial relationships and reducing skin inter-penetrations.Item Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation(ACM, 2017) Weiss, Tomer; Litteneker, Alan; Jiang, Chenfanfu; Terzopoulos, Demetri; Bernhard Thomaszewski and KangKang Yin and Rahul NarainExploiting the e ciency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed modeling of per-agent behavior in a Lagrangian formulation. We model short-range and long-range collision avoidance constraints to simulate both sparse and dense crowds. The local short-range interaction is represented with collision and frictional contact between agents, as in the discrete simulation of granular materials.We incorporate a cohesion model for modeling collective behaviors and propose a new constraint for dealing with potential future collisions. Our new real-time crowd simulation method is suitable for use in interactive games.Item The Stretch-Engine: A Method for Adjusting the Exaggeration of Bipedal Characters Through Squash and Stretch(ACM, 2017) Ibrahim, Zaid H.; Bernhard Thomaszewski and KangKang Yin and Rahul NarainThis paper describes a new method to control changes in a character's form during exaggeration, through squash and stretch (SS). The Stretch-Engine is the result of this method, designed to be integrated into an existing animation system, Maya. The Stretch- Engine is a three-part system where the first is a bipedal-humanoid rig with controls necessary for animation and the ability to SS its limbs. The second is a set of rules determined from studying Looney Tunes animation to create a range of SS. The third is a user interface that allows users to control changes in SS using 3D curves created within the Maya interface.Item Human Grasping Interaction Capture and Analysis(ACM, 2017) Verider, Benjamin; Andrews, Sheldon; Kry, Paul G.; Bernhard Thomaszewski and KangKang Yin and Rahul NarainWe design a system to capture, clean, and segment a high quality database of hand based grasping and manipulation. We capture interactions with a large collection of everyday objects. Optical marker-based motion capture and glove data are combined in a physics-based filter to improve the quality of thumb motion. Sensors stitched into our glove provide recordings of the pressure image across the fingers and the palm. We evaluate di erent segmentation techniques for processing motion and pressure data. Finally, we describe examples that explain how the data will be useful in applications such as virtual reality and the design of physics-based control of virtual and robotic hands.Item Comparing Traditional Key Frame and Hybrid Animation(ACM, 2017) Ahlström, Eric; Holmqvist, Lucas; Goswami, Prashant; Bernhard Thomaszewski and KangKang Yin and Rahul NarainIn this research the authors explore a hybrid approach which uses the basic concept of key frame animation together with procedural animation to reduce the number of key frames needed for an animation clip. The two approaches are compared by conducting an experiment where the participating subjects were asked to rate them based on their visual appeal.Item Regression-Based Locating Landmark on Dynamic Humans(ACM, 2017) Jang, Deok-Kyeong; Lee, Sung-Hee; Bernhard Thomaszewski and KangKang Yin and Rahul NarainWe present a novel framework that consists of two-level regressors for finding correlations between human shapes and landmark positions in both body part and holistic scales. To this end, we first develop pose invariant coordinates of landmarks that represent both local and global shape features by using the pose invariant local shape descriptors and their spatial relationships. Our body part-level regression deals with the shape features from only those body parts corresponding to a certain landmark. For this, we develop a method that identi es such body parts per landmark, by using geometric shape dictionary obtained through the bag of features method. Our method is nearly automatic, requiring human assistance only once to di erentiate the left and right sides, and shows the prediction accuracy comparable to or better than those of existing methods, with a test data set containing a large variation of human shapes and poses.Item Online Compression of Rigid Body Simulations using Physics-Inspired Interpolation(ACM, 2017) Jeruzalski, Timothy; Fiume, Eugene; Jacobson, Alec; Levin, David I.W.; Bernhard Thomaszewski and KangKang Yin and Rahul NarainMethods to compress simulation data are invaluable as they facilitate efficient transmission along the visual effects pipeline, fast and efficient replay of simulations for visualization and enable storage of scientific data. However, all current approaches to compressing simulation data require access to the entire dynamic simulation, leading to large memory requirements and additional computational burden. In this paper we perform physics-based simulation compression in an online fashion, requiring access to only a narrow window of simulation data at a time and achieving good agreement with the original simulation.Item Automated Regression Tests for Character Animation Systems(ACM, 2017) Mohr-Daurat, Hubert; Bernhard Thomaszewski and KangKang Yin and Rahul NarainWe present a process to verify code changes in an animation system by using regression tests which guarantee to cover every combination of animation features used in production. For this, we need to identify the untested combinations of animation features, create an immutable set of animation data which is representative of it, and when performing the tests, automatically compare the difference in the generated poses at each revision of the code.Item Marionette Show Using Quadrotors(ACM, 2017) Kim, Yongsung; Choi, Myung Geol; Lee, Jehee; Bernhard Thomaszewski and KangKang Yin and Rahul NarainA marionett?e show is a play with the puppet controlled from above using wires by human. One ends of the wires are connected on di?erent joints of the marione?e, and the other ends are tied on a control stick. ?e marione?ist makes the puppet move by elab- orately manipulating the control stick. By the marione?ttist, the puppet looks like a living creature, sometimes walking, jumping, talking and dancing. And through the performances of these pup- pet, it gives pleasure to the audience. However, this technique requires a lot of practice, and even a slight shake of the control stick causes a large twisting or swinging of the wires, which results in a completely di?erent motion from the original intention. Our goals are to analyze the puppet shows of skilled marionett?ists, to reproduce them using quadrotors instead of human hands, and ?nally to create new shows. ?adrotor has simple mechanics, high maneuverability and very easy to control, so it has been used in various research topics over the past few years. More recently, fun and challenging tasks such as pole acrobatics [Brescianini et al. 2013], ball juggling [Mller et al. 2011] and ball throwing [Ritz et al. 2012] have been carried out using the quadrotor.Item Cubification and Animation of Artistic Shapes(ACM, 2017) Corker-Marin, Quentin; Adzhiev, Valery; Pasko, Alexander; Bernhard Thomaszewski and KangKang Yin and Rahul NarainThis poster describes an original approach to creating static and dynamic sculptures in a cubist style.We propose a novel method for faceting and local distortion thus adding cubist features and generating time-variant sculptural shapes. We introduce the concept of a 4D cubist camera for blending multiple projections from 4D spacetime to 3D space.We describe a practical pipeline embracing all the main phases of production of static and dynamic cubist shapes. The proposed techniques are implemented and experimental results are presented.Item Coordinating Full-Body Interactions with the Environment(ACM, 2017) Juarez-Perez, Alain; Kallmann, Marcelo; Bernhard Thomaszewski and KangKang Yin and Rahul NarainWe present a methodology for synthesizing coordinated full-body motions in order to achieve autonomous virtual characters capable of interacting with the environment while walking. Starting with a parameterized walking controller and a set of mocap examples our method is then able to coordinate upper-body interactions with the walking controller in order to achieve full-body object interactions in generalized situations.Item Understanding Spatial Perception and Visual Modes in the Review of Architectural Designs(ACM, 2017) Usman, Muhammad; Haworth, Brandon; Berseth, Glen; Kapadia, Mubbasir; Faloutsos, Petros; Bernhard Thomaszewski and KangKang Yin and Rahul NarainWe investigate how a person's perception of space in di erent visual modes relates to common computational spatial measures for environment designs. The three spatial measures, grounded in Space-Syntax analysis, are used to capture di erent aspects of a design such as visibility, accessibility, and organization.We perform two studies involving novice users and the experts. First, we conduct a perceptual study to find out how novice users perceive these spatial measures when exploring and environment design using di erent visual modes including 2D blueprints, 3D first-person view, and room-scale virtual reality. A correlation analysis between the users' perceptual ratings and the spatial measures indicates that virtual reality is the most e ective of the three methods. We conclude that virtual reality provides the requisite fidelity needed to su ciently capture subtle aspects of 3D space, needed to perceive accessibility, visibility, and organization of an environment. On the other hand, 2D blueprints and 3D first-person exploration often fail to convey the spatial measures. In the second study, experts are asked to evaluate and rank the design blueprints for each spatial measure. The expert observations are in strong agreement with the spatial measures for accessibility and organization, but not for visibility in some cases. This indicates that even experts have difficulty understanding spatial aspects of an architectural design from 2D blueprints alone.