Beyond Keyframe Animations: A Controller Character-Based Stepping Approach
We present a controllable stepping method for procedurally generating upright biped animations in real-time for three dimensional changing environments without key-frame data.
Ben Kenwright, Newcastle University
Chu-Chien Huang, Newcastle University
Geometric Algebra Rotors for Skinned Character Animation Blending
The main goal and contribution of this work is to show that (automatically generated) computer implementations of Euclidean geometric algebra (GA) can perform at a faster level compared to standard (dual) quaternion geometry implementations for real-time character animation blending.
George Papagiannakis, University Of Crete & Foundation for Research and Technology Hellas
Stochastic Modeling of Immersed Rigid-body Dynamics
This paper proposes a stochastic model of the intrinsic complex dynamics of rigid bodies immersed in viscous flows. Our model is coherent and effective to simulate immersed rigid-body dynamics for arbitrary geometric objects in real-time.
Haoran Xie, Japan Advanced Institute of Science and Technology
Kazunori Miyata, Japan Advanced Institute of Science and Technology
Generating Flow Fields Variations by Modulating Amplitude and Resizing Simulation Space
We propose a method that enables the user to generate flow field variations from a single simulated dataset obtained by fluid simulation. Our method generates the variations in both the frequency and spatial domains, by modulating the amplitudes and resizing the simulation space.
Syuhei Sato, Hokkaido University
Yoshinori Dobashi, Hokkaido University
Tsuyoshi Yamamoto, Hokkaido University
Kei Iwasaki, Wakayama University
Hiroyuki Ochiai, Kyushu University