Modeling and Animating Eye Blinks
In this paper, we investigate the subtleties of the spatial and temporal aspects of eye blinks.
Expressing Animated Performances through Puppeteering
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.
Augmenting Hand Animation with Three-Dimensional Secondary Motion
In this paper, we present a technique for augmenting hand-drawn animation of human characters with 3D physical effects to create secondary motion.
Leveraging the Talent of Hand Animators to Create Three-Dimensional Animation
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.
Three-Dimensional Proxies for Hand-Drawn Characters
We present an integrated approach to generate three levels of 3D proxies: single-points, polygonal shapes, and a full joint hierarchy.
Using Gaze Data to Predict Camera Moves on Stills for Sequential Art
In this paper, we conduct an experiment to verify if artists are successful in their goal of leading viewer gaze.
Rig-Space Physics
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.
Scalable Methods to Integrate Task Knowledge with the Three-Weight Algorithm for Hybrid Cognitive Processing via Optimization
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.
Editing Dynamic Human Motions via Momentum and Force
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.
Subspace Clothing Simulation Using Adaptive Bases
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.
Page 6 of 7