37-Issue 8
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Browsing 37-Issue 8 by Subject "Animation"
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Item Collision-Aware and Online Compression of Rigid Body Simulations via Integrated Error Minimization(The Eurographics Association and John Wiley & Sons Ltd., 2018) Jeruzalski, Timothy; Kanji, John; Jacobson, Alec; Levin, David I. W.; Thuerey, Nils and Beeler, ThaboMethods 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 compression of contact-dominated, rigid body simulations in an online, error-bounded fashion. This has the advantage of requiring access to only a narrow window of simulation data at a time while still achieving good agreement with the original simulation. Our approach is simulator agnostic allowing us to compress data from a variety of sources. We demonstrate the efficacy of our algorithm by compressing contact-dominated rigid body simulations from a number of sources, achieving compression rates of up to 360 times over raw data size.Item Computational Design of Transformables(The Eurographics Association and John Wiley & Sons Ltd., 2018) Yuan, Ye; Zheng, Changxi; Coros, Stelian; Thuerey, Nils and Beeler, ThaboWe present a computational approach to designing transformables, physical characters that can shape-shift to take on vastly different forms. The design process begins with a morphological description of an input character and a target object that it should transform into. Guided by a set of objectives that model the core attributes of desirable transformable designs, optimized embeddings are interactively generated. Intuitively, embeddings represent tightly folded character configurations that fit within the target object. From any feasible embedding, skin meshes are then generated for each body part of the character. The process for generating these 3D models is based on a segmentation of the target object, which is achieved through a growth-based model applied to a multiple level set representation of the transformable. A set of transformation-aware post-processing algorithms ensure the feasibility of the final designs. Building on this technical core, our computational design system provides many opportunities for users to inject their intuition and personal preferences into the process of creating transformables, while shielding them from tasks that are challenging and tedious. As a result, they can intuitively explore the vast space of design possibilities. We demonstrated the effectiveness of our computational approach by creating a variety of transformable designs, three of which we fabricate.Item FTP-SC: Fuzzy Topology Preserving Stroke Correspondence(The Eurographics Association and John Wiley & Sons Ltd., 2018) Yang, Wenwu; Seah, Hock-Soon; Chen, Quan; Liew, Hong-Ze; Sýkora, Daniel; Thuerey, Nils and Beeler, ThaboStroke correspondence construction is a precondition for vectorized 2D animation inbetweening and remains a challenging problem. This paper introduces the FTP-SC, a fuzzy topology preserving stroke correspondence technique, which is accurate and provides the user more effective control on the correspondence result than previous matching approaches. The method employs a two-stage scheme to progressively establish the stroke correspondence construction between the keyframes. In the first stage, the stroke correspondences with high confidence are constructed by enforcing the preservation of the so-called “fuzzy topology” which encodes intrinsic connectivity among the neighboring strokes. Starting with the high-confidence correspondences, the second stage performs a greedy matching algorithm to generate a full correspondence between the strokes. Experimental results show that the FTP-SC outperforms the existing approaches and can establish the stroke correspondence with a reasonable amount of user interaction even for keyframes with large geometric and spatial variations between strokes.Item Robust Physics-based Motion Retargeting with Realistic Body Shapes(The Eurographics Association and John Wiley & Sons Ltd., 2018) Borno, Mazen Al; Righetti, Ludovic; Black, Michael J.; Delp, Scott L.; Fiume, Eugene; Romero, Javier; Thuerey, Nils and Beeler, ThaboMotion capture is often retargeted to new, and sometimes drastically different, characters. When the characters take on realistic human shapes, however, we become more sensitive to the motion looking right. This means adapting it to be consistent with the physical constraints imposed by different body shapes. We show how to take realistic 3D human shapes, approximate them using a simplified representation, and animate them so that they move realistically using physically-based retargeting. We develop a novel spacetime optimization approach that learns and robustly adapts physical controllers to new bodies and constraints. The approach automatically adapts the motion of the mocap subject to the body shape of a target subject. This motion respects the physical properties of the new body and every body shape results in a different and appropriate movement. This makes it easy to create a varied set of motions from a single mocap sequence by simply varying the characters. In an interactive environment, successful retargeting requires adapting the motion to unexpected external forces. We achieve robustness to such forces using a novel LQR-tree formulation. We show that the simulated motions look appropriate to each character’'s anatomy and their actions are robust to perturbations.