EG2014
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Browsing EG2014 by Subject "Animation"
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Item Look me in the Eyes: A Survey of Eye and Gaze Animation for Virtual Agents and Artificial Systems(The Eurographics Association, 2014) Ruhland, K.; Andrist, S.; Badler, J. B.; Peters, C. E.; Badler, N. I.; Gleicher, M.; Mutlu, B.; McDonnell, R.; Sylvain Lefebvre and Michela SpagnuoloA person's emotions and state of mind are apparent in their face and eyes. As a Latin proverb states: ''The face is the portrait of the mind; the eyes, its informers.''. This presents a huge challenge for computer graphics researchers in the generation of artificial entities that aim to replicate the movement and appearance of the human eye, which is so important in human-human interactions. This State of the Art Report provides an overview of the efforts made on tackling this challenging task. As with many topics in Computer Graphics, a cross-disciplinary approach is required to fully understand the workings of the eye in the transmission of information to the user. We discuss the movement of the eyeballs, eyelids, and the head from a physiological perspective and how these movements can be modelled, rendered and animated in computer graphics applications. Further, we present recent research from psychology and sociology that seeks to understand higher level behaviours, such as attention and eye-gaze, during the expression of emotion or during conversation, and how they are synthesised in Computer Graphics and Robotics.Item Physically-based Simulation of Cuts in Deformable Bodies: A Survey(The Eurographics Association, 2014) Wu, Jun; Westermann, Rüdiger; Dick, Christian; Sylvain Lefebvre and Michela SpagnuoloVirtual cutting of deformable bodies has been an important and active research topic in physically-based simulation for more than a decade. A particular challenge in virtual cutting is the robust and efficient incorporation of cuts into an accurate computational model that is used for the simulation of the deformable body. This report presents a coherent summary of the state-of-the-art in virtual cutting of deformable bodies, focusing on the distinct geometrical and topological representations of the deformable body, as well as the specific numerical discretizations of the governing equations of motion. In particular, we discuss virtual cutting based on tetrahedral, hexahedral, and polyhedral meshes, in combination with standard, polyhedral, composite, and extended finite element discretizations. A separate section is devoted to meshfree methods. The report is complemented with an application study to assess the performance of virtual cutting simulators.Item Programming Topological Operations for Visual Illustrations in an Introductory Geomorphology Course(The Eurographics Association, 2014) Bezin, Richard; Crespin, Benoit; Skapin, Xavier; Meseure, Philippe; Terraz, Olivier; Jean-Jacques Bourdin and Joaquim Jorge and Eike AndersonIn the context of teaching geomorphology phenomena, producing illustrations and animations can be a tedious process. We propose an experimental framework, dedicated to 3D erosion and sedimentation modeling written in C++, combined with an existing topological modeler. Using the ''generalized maps'' as the underlying 3D model, we process each case of collision between elements in the scene in order to guarantee both topological and geometrical coherence during user-defined animations. Erosion and sedimentation operations can be combined to manipulate evolution scenarios leading for example to the creation of arches, bridges, tunnels or caves. Some of these scenarios, implemented in our framework with the help of a geology teacher, are presented in this paper in order to show the technical feasibility of our project before developing new ones.Item SPH Fluids in Computer Graphics(The Eurographics Association, 2014) Ihmsen, Markus; Orthmann, Jens; Solenthaler, Barbara; Kolb, Andreas; Teschner, Matthias; Sylvain Lefebvre and Michela SpagnuoloSmoothed Particle Hydrodynamics (SPH) has been established as one of the major concepts for fluid animation in computer graphics. While SPH initially gained popularity for interactive free-surface scenarios, it has emerged to be a fully fledged technique for state-of-the-art fluid animation with versatile effects. Nowadays, complex scenes with millions of sampling points, one- and two-way coupled rigid and elastic solids, multiple phases and additional features such as foam or air bubbles can be computed at reasonable expense. This state-of-the-art report summarizes SPH research within the graphics community.