In this paper, we investigate the subtleties of the spatial and temporal aspects of eye blinks.
In this paper, we present a puppeteering interface for creating blocked-in motion for characters and various simulation effects more quickly than is possible in a keyframing interface.
In this paper, we present a technique for augmenting hand-drawn animation of human characters with 3D physical effects to create secondary motion.
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.
We present an integrated approach to generate three levels of 3D proxies: single-points, polygonal shapes, and a full joint hierarchy.
In this paper, we conduct an experiment to verify if artists are successful in their goal of leading viewer gaze.
We present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animator’s rig.
In this paper, we consider optimization as an approach for quickly and flexibly developing hybrid cognitive capabilities that are efficient, scalable, and can exploit task knowledge to improve solution speed and quality.
We present an integrated framework for interactive editing of the momentum and external forces in a motion capture sequence. Allowing user control of the momentum and forces provides a powerful and intuitive editing tool for dynamic motions.
We present a new approach to clothing simulation using low-dimensional linear subspaces with temporally adaptive bases. Our method exploits full-space simulation training data in order to construct a pool of low-dimensional bases distributed across pose space. For this purpose, we interpret the simulation data as offsets from a kinematic deformation model that captures the global shape of clothing due to body pose.
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