Spatial Relationship Preserving Character Motion Adaptation

by raja January 23, 2011 Assignment 1

Spatial Relationship Preserving Character Motion Adaptation (assigned) Sentence This paper presents a new method for editing and retargeting motions that involve close interactions between body parts of single or multiple articulated characters, such as dancing, wrestling, and sword fighting, or between characters and a restricted environment, such as getting into a car. Problem Representing motion […]

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Video-based Reconstruction of Animatable Human Characters

by raja January 23, 2011 Assignment 1

Video-based Reconstruction of Animatable Human Characters (assigned) Sentence We present a new performance capture approach that incorporates a physically-based cloth model to reconstruct a rigged fully-animatable virtual double of a real person in loose apparel from multi-view video recordings. (1st line of abstract) Problem Performances captured via approaches based on multi-view recordings that enable reconstruction […]

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2.5D Cartoon Models

by raja January 23, 2011 Assignment 1

2.5D Cartoon Models (my choice) Sentence We show how 2D vector art drawings of a cartoon from different views can be used to generate a novel structure, the 2.5D cartoon model, which can be used to simulate 3D rotations and generate plausible renderings of the cartoon from any view. (3rd line in the Abstract) Problem […]

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Real-Time Deformation and Fracture in a Game Environment

by raja January 23, 2011 Assignment 1

Real-Time Deformation and Fracture in a Game Environment (my choice) Sentence The goal of this paper is to describe how components based on corotational tetrahedral finite element method can be combined to produce an engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in […]

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Face Poser: Interactive Modeling of 3D Facial Expressions Using Facial Priors

by Sean Andrist January 23, 2011 Assignment 1

Selected from List 1. Sentence: In this article, we present an intuitive and easy-to-use interface for modeling and editing 3D facial expressions in real time. (Intro, 2nd paragraph, 1st sentence) 2. Problem: It has been a long-standing challenge to build an interactive and easy-to-use system that allows a naive user to model realistic facial expressions quickly […]

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Shortest Paths with Arbitrary Clearance from Navigation Meshes

by Leslie January 23, 2011 Assignment 1

The paper can be found here. 1. “This paper addresses the problem of efficiently computing optimal paths of arbitrary clearance from a polygonal representation of a given virtual environment.” (first sentence, abstract) 2. Computing free paths among obstacles which addresses the following requirements: Paths should take into account agents of difference sizes and they should […]

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A Deformation Transformer for Real-Time Cloth Animation

by Sean Andrist January 23, 2011 Assignment 1

Assigned Paper 1. Sentence: In this paper, we introduce a hybrid method for real-time cloth animation. (Abstract, 3rd sentence) 2. Problem: Getting real-time high-quality cloth animations that well preserve dynamic folds and wrinkles. 3. Key Idea: Decouple the spatial dimensions from the temporal dimension. The dynamics of a cloth model is generated by a low-resolution […]

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Interactive Generation of Human Animation with Deformable Motion Models

by Michael Correll January 23, 2011 Assignment 1

1. “This paper presents a new motion model we term deformable motion models for human motion analysis and synthesis”… “[o]ur key idea is to apply statistical analysis techniques to a large set of annotated motion examples[.]” 2. We want to generate realistic human motion, which is already hard (even stitching together captured motion can result […]

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Leveraging the Talent of Hand Animators to Create Three-Dimensional Animation (chosen from list)

by Daniel January 23, 2011 Assignment 1

1. Sentence: “In this work, we propose a method to leverage the talent of traditionally trained hand animators to create three-dimensional animation of human motion, while allowing them to work in the medium that is familiar to them.” (abstract) 2. Problem: 2D animators are not necessarily good at using 3d animation software, so being able […]

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Real-Time Deformation and Fracture in a Game Environment

by Nathan Mitchell January 23, 2011 Assignment 1

Assigned Paper: Found on authors website here Sentence:  This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Problem:  Traditional animations of explosions and other fragmented destructions require too much time to be used in real-time scenarios. Instead use a reduced […]

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