yusuke1997/dblp-id-title huggingface dataset:
A hybrid Lagrangian-Eulerian formulation for bubble generation and dynamics
Segment-based human motion compression
Spatial keyframing for performance-driven animation
Sketching articulation and pose for facial animation
Simultaneous coupling of fluids and deformable bodies
Misconceptions of PD Control in Animation
Simulating speech with a physics-based facial muscle model
Hele-shaw flow simulation with interactive control using complex barycentric coordinates
Environment-aware Real-Time Crowd Control
An example-based approach for facial expression cloning
Position-based multi-agent dynamics for real-time crowd simulation
On the beat!: timing and tension for dynamic characters
Versatile interactions at interfaces for SPH-based simulations
Strain Based Dynamics
Experiment-based modeling, simulation and validation of interactions between virtual walkers
Discovering human postures from non-human silhouette
Precomputed Motion Maps for Unstructured Motion Capture
Visibility transition planning for dynamic camera control
Physically based grasping control from example
Simple linear bending stiffness in particle systems
Interactive control of component-based morphing
Evolving Sub-Grid Turbulence for Smoke Animation
Achieving Good Connectivity in Motion Graphs
Simple and efficient compression of animation sequences
Online motion synthesis framework using a simple mass model based on predictive coding
The ACM SIGGRAPH / Eurographics Symposium on Computer Animation, SCA '13, Anaheim, CA, USA, July 19-21, 2013
Feel the "fabric": an audio-haptic interface
Combining Marker-based Mocap and RGB-D Camera for Acquiring High-fidelity Hand Motion Data
Solving general shallow wave equations on surfaces
Trackable surfaces
Collision between deformable objects using fast-marching on tetrahedral models
Flexible automatic motion blending with registration curves
A Simple Finite Volume Method for Adaptive Viscous Liquids
Adaptive Sampling for Simulating Granular Materials
Efficient Composition for Virtual Camera Control
Performance Capture with Physical Interaction
A hybrid crowd simulation framework towards modeling behavior of individual avoidance of crowds
Elevation Cable Modeling for Interactive Simulation of Cranes
Interactive Design of Modular Tensegrity Characters
Density maps for improved SPH boundary handling
Augmenting sampling based controllers with machine learning
Human Motion Reconstruction from Force Sensors
ChaCra: An Interactive Design System for Rapid Character Crafting
Constrained animation of flocks
Fluids in deforming meshes
Interactive physically based solid dynamics
Fast penetration depth computation for physically-based animation
Control of rotational dynamics for ground behaviors
Multiobjective control with frictional contacts
Latent Motion Manifold with Sequential Auto-Encoders
Low Viscosity Flow Simulations for Animation
Hierarchical retargetting of 2D motion fields to the animation of 3D plant models
Repurposing hand animation for interactive applications
Legendre fluids: a unified framework for analytic reduced space modeling and rendering of participating media
Dynamic, expressive speech animation from a single mesh
Effect of appearance on perception of deformation
Learning Climbing Controllers for Physics-Based Characters
Re-using traditional animation: methods for semi-automatic segmentation and inbetweening
Proceedings of the 2002 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, San Antonio, TX, USA, July 21-22, 2002
A texture synthesis method for liquid animations
Principal Geodesic Dynamics
Morphable model of quadrupeds skeletons for animating 3D animals
A positive-definite cut-cell method for strong two-way coupling between fluids and deformable bodies
Large-scale finite state game engines
Enriching SPH simulation by approximate capillary waves
Practical animation of turbulent splashing water
Modeling Style and Variation in Human Motion
Modeling deformable human hands from medical images
Smoke Sheets for Graph-Structured Vortex Filaments
Resampling adaptive cloth simulations onto fixed-topology meshes
Finger Walking: Motion Editing with Contact-Based Hand Performance
Arbitrary cutting of deformable tetrahedralized objects
Animation of open water phenomena with coupled shallow water and free surface simulations
Finite volume methods for the simulation of skeletal muscle
One-to-many: example-based mesh animation synthesis
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2023, Los Angeles, CA, USA, August 4-6, 2023
Fast simulation of deformable models in contact using dynamic deformation textures
Cubification and animation of artistic shapes
Real-time sound synthesis for paper material based on geometric analysis
Behavior planning for character animation
Fast Simulation of Viscous Lava Flow Using Green's Functions as a Smoothing Kernel
Deformation Gradient Control of Physically Simulated Amorphous Solids
Regression-based locating landmark on dynamic humans
Robust kinematic constraint detection for motion data
Fast cloth simulation with implicit contact and exact coulomb friction
Occlusion-free Camera Control for Multiple Targets
AER: aesthetic exploration and refinement for expressive character animation
Creating a realistic face image from a cartoon character
Evaluating the Plausibility of Edited Throwing Animations
Computing the duration of motion transitions: an empirical approach
Sketch-based 3D hair posing by contour drawings
19th ACM SIGGRAPH / Eurographics Symposium on Computer Animation 2020, SCA 2020 - Posters, Online, October 6-9, 2020
Guiding of smoke animations through variational coupling of simulations at different resolutions
Synthesis of Interactive Hand Manipulation
Decomposing cloth
Position and orientation based Cosserat rods
Trajectory-free reactive stepping of physics-based character using momentum control
Path-based control of smoke simulations
A consistent bending model for cloth simulation with corotational subdivision finite elements
Handrix: animating the human hand
Accurate tangential velocities for solid fluid coupling
Example-based control of human motion
Compressing fluid subspaces
Directable photorealistic liquids
Rigid body contact problems using proximal operators
Art-directed muscle simulation for high-end facial animation
MotionMaster: authoring and choreographing Kung-fu motions by sketch drawings
A Level-set Method for Skinning Animated Particle Data
Invertible finite elements for robust simulation of large deformation
Small steps in physics simulation
Consistent surface model for SPH-based fluid transport
Fully automatic generation of anatomical face simulation models
Motion capture-driven simulations that hit and react
Leveraging the talent of hand animators to create three-dimensional animation
Rod constraints for simplified ragdolls
Interactive editing of motion style using drives and correlations
Interaction motion retargeting to highly dissimilar furniture environment
Mathematical Analysis on Affine Maps for 2D Shape Interpolation
Controlled animation of video sprites
ClearPath: highly parallel collision avoidance for multi-agent simulation
Multi-linear Data-Driven Dynamic Hair Model with Efficient Hair-Body Collision Handling
Intermediate Block Generation for Multi-Track Sign Language Synthesis
Real-time simulations of bubbles and foam within a shallow water framework
Particle-based simulation of granular materials
Augmenting Hand Animation with Three-dimensional Secondary Motion
23rd ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2024, Montreal, Canada, August 21-23, 2024, Posters
A choreographic authoring system for character dance animation reflecting a user's preference
Globally Coupled Collision Handling Using Volume Preserving Impulses
Melting and flowing
Controlling Liquids Using Meshes
Group motion graphs
Contact-Invariant Optimization for Hand Manipulation
Creature features: online motion puppetry for non-human characters
Spatial deformation transfer
Hybrid Smoothed Particle Hydrodynamics
Real-time Simulation of Large Bodies of Water with Small Scale Details
Interactive Wood Fracture
Simulation of bubbles
Stylized video cubes
Fitting behaviors to pedestrian simulations
Preview-based Sampling for Controlling Gaseous Simulations
Time-critical distributed contact for 6-DoF haptic rendering of adaptively sampled reduced deformable models
Construction and animation of anatomically based human hand models
Real-Time Classification of Dance Gesturesfrom Skeleton Animation
Simple Data-Driven Control for Simulated Bipeds
Unified treatment of contact, friction and shock-propagation in rigid body animation
A Real-time Cinematography System for Interactive 3D Environments
Interactive synthesis of human-object interaction
Quasi-rigid objects in contact
Sphere-tree construction using dynamic medial axis approximation
Motion modeling for on-line locomotion synthesis
Hierarchical vorticity skeletons
Neural Implicit Reduced Fluid Simulation
Accurate Viscous Free Surfaces for Buckling, Coiling, and Rotating Liquids
Wavelet compression of parametrically coherent mesh sequences
Efficient storyboarding in 3D game engines
Learning controls for blend shape based realistic facial animation
Better with bubbles: enhancing the visual realism of simulated fluid
Fast and accurate goal-directed motion synthesis for crowds
Diverse motion variations for physics-based character animation
Enriching Coarse Interactive Elastic Objects with High-Resolution Data-Driven Deformations
Flow tiles
Controlling individual agents in high-density crowd simulation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Zurich, Switzerland, July 11-13, 2016
Adaptive Tetrahedral Meshes for Brittle Fracture Simulation
Modeling and editing flows using advected radial basis functions
Human motion reconstruction from inter-frame feature correspondences of a single video stream using a motion library
Capturing Floor Exercise from Multiple Panning-Zooming Cameras
Interactive Terrain Modeling Using Hydraulic Erosion
Constraint-based wrinkle simulation in texture space
Precomputing avatar behavior from human motion data
Designing cable-driven actuation networks for kinematic chains and trees
Spacetime Vertex Constraints for Dynamically-based Adaptation of Motion-Captured Animation
A material point method for viscoelastic fluids, foams and sponges
Asynchronous Integration with Phantom Meshes
Real-time simulation of large elasto-plastic deformation with shape matching
Accurate simulation of wound healing and skin deformation
Advected textures
Footskate cleanup for motion capture editing
Mass and Momentum Conservation for Fluid Simulation
EigenFit for consistent elastodynamic simulation across mesh resolution
A new sharp-crease bending element for folding and wrinkling surfaces and volumes
High fidelity facial animation capture and retargeting with contours
Interactive animation of ocean waves
Improving naturalness of locomotion of many-muscle humanoids
WeightShift: Accelerating Animation at Framestore with Physics
Facial Cartography: Interactive Scan Correspondence
Anisotropic friction for deformable surfaces and solids
Subspace neural physics: fast data-driven interactive simulation
Composite Agents
Puppet Master: Designing Reactive Character Behavior by Demonstration
Precomputed search trees: planning for interactive goal-driven animation
Dynamic Units of Visual Speech
Pushing people around
Performance timing for keyframe animation
Geometry videos: a new representation for 3D animations
Optimization Integrator for Large Time Steps
Real-time dynamic wrinkling of coarse animated cloth
Element-Wise Mixed Implicit-Explicit Integration for Stable Dynamic Simulation of Deformable Objects
Proceedings of the 2011 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, SCA 2011, Vancouver, BC, Canada, 2011
Synthesizing sounds from rigid-body simulations
Proceedings of the 2005 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2005, Los Angeles, CA, USA, July 29-31, 2005
Density Contrast SPH Interfaces
Animal gaits from video
Two-way Coupling of Rigid and Deformable Bodies
Marionette show using quadrotors
Fast Eulerian Fluid Simulation In Games Using Poisson Filters
DenseSense: Interactive Crowd Simulation using Density-Dependent Filters
Evaluating motion graphs for character navigation
Ocean Waves Animation using Boundary Integral Equations and Explicit Mesh Tracking
Long range constraints for rigid body simulations
Graph-based Fire Synthesis
Geodesic voxel binding for production character meshes
Hierarchical planning and control for complex motor tasks
Proceedings of the 18th annual ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2019, Los Angeles, CA, USA, July 26-28, 2019
Modeling and animating myriapoda: a real-time kinematic/dynamic approach
The Eurographics / ACM SIGGRAPH Symposium on Computer Animation, SCA 2014, Copenhagen, Denmark, 2014
Practical Animation of Compressible Flow for ShockWaves and Related Phenomena
Hands on: interactive animation of precision manipulation and contact
Comparing traditional key frame and hybrid animation
Fast arbitrary splitting of deforming objects
Animation of reactive gaseous fluids through chemical kinetics
Geometry-driven photorealistic facial expression synthesis
A Peridynamic Perspective on Spring-Mass Fracture
Organic Brushstrokes
Motion-Motif Graphs
Group behavior from video: a data-driven approach to crowd simulation
Interactive Steering of Mesh Animations
Mapping optical motion capture data to skeletal motion using a physical model
An efficient search algorithm for motion data using weighted PCA
Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2007, San Diego, California, USA, August 2-4, 2007
Energy stability and fracture for frame rate rigid body simulations
A 2-stages locomotion planner for digital actors
Fast Grid-Based Nonlinear Elasticity for 2D Deformations
Untangling Layered Garments: An Implicit Approach
Deployable 3D linkages with collision avoidance
Computational design of walking automata
Data-driven Friction for Real-time Applications
Meshless Modeling of Deformable Shapes and their Motion
Multi-weight enveloping: least-squares approximation techniques for skin animation
Automated regression tests for character animation systems
EigenSkin: real time large deformation character skinning in hardware
Progressive deforming meshes based on deformation oriented decimation and dynamic connectivity updating
SPREAD: sound propagation and perception for autonomous agents in dynamic environments
Simulation of smoke based on vortex filament primitives
Local Models for Data Driven Inverse Kinematics of Soft Robots
Simulating Heterogeneous Crowd BehaviorsUsing Personality Trait Theory
Linear-Time Smoke Animation with Vortex Sheet Meshes
Smooth movers: perceptually guided human motion simulation
Two-way coupling of fluids to reduced deformable bodies
Attachment-based character deformation
Efficient Unified Stokes using a Polynomial Reduced Fluid Model
Building and animating user-specific volumetric face rigs
Hybrid simulation of deformable solids
Editing Dynamic Human Motions via Momentum and Force
Autonomous pedestrians
Efficient and robust annotation of motion capture data
SteerBug: an interactive framework for specifying and detecting steering behaviors
On-line locomotion generation based on motion blending
Holonomic Collision Avoidance for Virtual Crowds
Particle-based fluid simulation for interactive applications
Energetically Consistent Invertible Elasticity
Liquid simulation on lattice-based tetrahedral meshes
Synthesizing animatable body models with parameterized shape modifications
Long Range Attachments - A Method to Simulate Inextensible Clothing in Computer Games
Coordinating full-body interactions with the environment
Authoring motion cycles
Image-based tomographic reconstruction of flames
Data-driven glove calibration for hand motion capture
The stretch-engine: a method for adjusting the exaggeration of bipedal characters through squash and stretch
Smoothed-Hinge Model for Cloth Simulation
Detail-preserving fluid control
Motion retargeting to preserve spatial relationship between skinned characters
Controllable Hand Deformation from Sparse Examples with Rich Details
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2009, New Orleans, Louisiana, USA, August 1-2, 2009
Action Capture with Accelerometers
GPU-based contact-aware trajectory optimization using a smooth force model
Keyframe control of complex particle systems using the adjoint method
Simulating Free Surface Flow with Very Large Time Steps
Artistic simulation of curly hair
A macroblock optimization for grid-based nonlinear elasticity
Cloning Crowd Motions
Taming liquids for rapidly changing targets
Simulating complex hair with robust collision handling
Guided time warping for motion editing
Head shop: generating animated head models with anatomical structure
Kinodynamic skinning using volume-preserving deformations
Directable animation of elastic objects
Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2006, Vienna, Austria, September 2-4, 2006
A simple boiling module
Fully asynchronous SPH simulation
Physics-based motion retiming
An Adaptive Virtual Node Algorithm with Robust Mesh Cutting
A point-based method for animating incompressible flow
Transferable videorealistic speech animation
Multi-domain real-time planning in dynamic environments
Emotion control of unstructured dance movements
Harmonic skeleton for realistic character animation
Point Cloud Glue: Constraining Simulations Using the Procrustes Transform
A practical model for hair mutual interactions
Dilated Temporal Fully-Convolutional Network for Semantic Segmentation of Motion Capture Data
Proceedings of the 2008 Eurographics/ACM SIGGRAPH Symposium on Computer Animation, SCA 2008, Dublin, Ireland, 2008
Unsupervised learning for speech motion editing
Learning an inverse rig mapping for character animation
Velocity-based modeling of physical interactions in multi-agent simulations
Wrinkle Meshes
Procedural Fluid Modeling of Explosion PhenomenaBased on Physical Properties
Towards Learning and Generating Audience Motion from Video
Visual Simulation of Shockwaves
Capture and synthesis of insect motion
Extended Galilean invariance for adaptive fluid simulation
Scenario Space: Characterizing Coverage, Quality, and Failure of SteeringAlgorithms
Divergence-free smoothed particle hydrodynamics
Face poser: interactive modeling of 3D facial expressions using model priors
Quaternion Space Sparse Decomposition for Motion Compression and Retrieval
Real-Time Planning for Parameterized Human Motion
A multiresolution framework for dynamic deformations
Physically based rigging for deformable characters
Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation, Los Angeles, CA, USA, July 28-30, 2017
Component-based Locomotion Composition
An art-directed wrinkle system for CG character clothing
Constraint-Based Simulation of Adhesive Contact
Synchronization for dynamic blending of motions
Crowdbrush: interactive authoring of real-time crowd scenes
Helping hand: an anatomically accurate inverse dynamics solution for unconstrained hand motion
Perceptual evaluation of LOD clothing for virtual humans
Leashing the AlphaWolves: mixing user direction with autonomous emotion in a pack of semi-autonomous virtual characters
Physically Plausible Simulation for Character Animation
Visual simulation of ice crystal growth
Flexible Simulation of Deformable Models Using Discontinuous Galerkin FEM
Efficient simulation of knitted cloth using persistent contacts
Vortex fluid for gaseous phenomena
Animating articulated characters using wiggly splines
DrivenShape - a Data-driven Approach for Shape Deformation
Steklov-Poincaré Skinning
Eulerian-on-lagrangian cloth
On creating animated presentations
System for authoring highly interactive, personality-rich interactive characters
Human articular movement algorithm to simulate muscle contraction and embedded tissue deformation
SteerFit: Automated Parameter Fitting for Steering Algorithms
Efficient Simulation of Example-Based Materials
Weakly compressible SPH for free surface flows
Physics-based Character Skinningusing Multi-Domain Subspace Deformations
Animation collage
Fat graphs: constructing an interactive character with continuous controls
A Parallel Multigrid Poisson Solver for Fluids Simulation on Large Grids
Progressive multiresolution meshes for deforming surfaces
Poster Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2018 Posters, Paris, France, July 11-13, 2018
Simulation of fluid mixing with interface control
Finding paths for coherent groups using clearance
A Puppet Interface for Retrieval of Motion Capture Data
Two-Stage Motion Editing Interface for Character Animation
A Particle-based Method for Preserving Fluid Sheets
Screen space meshes
Modeling ice dynamics as a thin-film Stefan problem
Flipping with physics: motion editing for acrobatics
Interactive physically-based sound design of 3D model using material optimization
Image-based Collision Detection and Response between Arbitrary Volume Objects
A robust volume conserving method for character-water interaction
Markerless Multi-view Multi-person Tracking for Combat Sports
Mathematical Foundation of the Optimization-based Fluid Animation Method
Sketch-based per-frame inverse kinematics
Learning reduced-order feedback policies for motion skills
Fast deformation of volume data using tetrahedral mesh rasterization
Control Systems for Human Running using an Inverted Pendulum Model and a Reference Motion Capture Sequence
Shortest Paths with Arbitrary Clearance from Navigation Meshes
Modeling tension and relaxation for computer animation
Proceedings of the 14th ACM SIGGRAPH / Eurographics Symposium on Computer Animation, SCA 2015, Los Angeles, CA, USA, August 7-9, 2015
A micropolar material model for turbulent SPH fluids
Chimera grids for water simulation
Practical Color-Based Motion Capture
Faster Acceleration Noise for Multibody Animations using Precomputed Soundbanks
Pose-Space Animation and Transfer of Facial Details
Production-level facial performance capture using deep convolutional neural networks
Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, San Diego, CA, USA, July 26-27, 2003
Poster Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Zurich, Switzerland, July 11-13, 2016
A Conservative Semi-Implicit Scheme for Shallow Water Equations
A real-time cloud modeling, rendering, and animation system
Human grasping interaction capture and analysis
Evaporation and condensation of SPH-based fluids
Learning a correlated model of identity and pose-dependent body shape variation for real-time synthesis
Perceptually Guided Expressive Facial Animation
Stylizing motion with drawings
Enriching a motion collection by transplanting limbs
Interactive motion deformation with prioritized constraints
A data-driven model for lane-changing in traffic simulation
Optimization for Sag-Free Simulations
Physics based boiling simulation
Position-based Elastic Rods
CANVAS: computer-assisted narrative animation synthesis
Walk to here: a voice driven animation system
A Bayesian Interactive Optimization Approach to Procedural Animation Design
Imitation as a first step to social learning in synthetic characters: a graph-based approach
ADMM ⊇ projective dynamics: fast simulation of general constitutive models
Point based animation of elastic, plastic and melting objects
Virtual character performance from speech
Interactive animation of dynamic manipulation
19th ACM SIGGRAPH / Eurographics Symposium on Computer Animation 2020, SCA 2020 - Showcases, Online, October 6-9, 2020
Robust quasistatic finite elements and flesh simulation
Automatic splicing for hand and body animations
Learning locomotion skills using DeepRL: does the choice of action space matter?
Robust Real-Time Deformation of Incompressible Surface Meshes
Cubic shells
Efficient simulation of secondary motion in rig-space
Online compression of rigid body simulations using physics-inspired interpolation
The Intersection Contour Minimization Method for Untangling Oriented Deformable Surfaces