We present a type of Temporal Restricted Boltzmann Machine that defines a probability distribution over an output sequence conditional on an input sequence.
In these scenarios, artists want explicit control over the edge flows and the singularities of the quad mesh.
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.
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