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SCA '09: Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM2009 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SCA '09: The ACM SIGGRAPH / Eurographics Symposium on Computer Animation New Orleans Louisiana August 1 - 2, 2009
ISBN:
978-1-60558-610-6
Published:
01 August 2009
Sponsors:
SIGGRAPH, EUROGRAPHICS

Bibliometrics
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Abstract

SCA, the ACM SIGGRAPH / Eurographics Symposium on Computer Animation, is well established as the premier forum for innovations in the software and technology of computer animation. The eighth annual event, co-located with SIGGRAPH 2009 in New Orleans, united researchers and practitioners working on all aspects of time-based phenomena.

These proceedings contain the 26 papers presented at SCA'09, selected from 67 submissions. These high-quality papers span subjects such as crowd, fluid, and deformable object simulation; control of camera motion; geometric aspects of animation; high-level animation editing; and leveraging of motion capture data. The editors are delighted with the quality of the submissions, even if this made the final selection quite challenging.

Our task was made possible only by the hard work of our 70 Program Committee members, who together ensured that each submission received four high-quality reviews, followed by a thorough week-long online discussion.

These proceedings also contain the 14 abstracts of the posters presented at SCA'09. Posters represent the ultimate goal of a gathering such as SCA. Beyond attracting archival-quality papers, we have sought to create a forum where researchers can interact, share preliminary results, debate new directions, and interact.

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SESSION: Leveraging motion capture data
research-article
Face/Off: live facial puppetry

We present a complete integrated system for live facial puppetry that enables high-resolution real-time facial expression tracking with transfer to another person's face. The system utilizes a real-time structured light scanner that provides dense 3D ...

research-article
Efficient and robust annotation of motion capture data

In view of increasing collections of available 3D motion capture (mocap) data, the task of automatically annotating large sets of unstructured motion data is gaining in importance. In this paper, we present an efficient approach to label mocap data ...

research-article
Automatic construction of a minimum size motion graph

Motion capture data have been used effectively in many areas of human motion synthesis. Among those, motion graph-based approaches have shown great promise for novice users due to their ability to generate long motions and the fully automatic process of ...

research-article
Simulating balance recovery responses to trips based on biomechanical principles

To realize the full potential of human simulations in interactive environments, we need controllers that have the ability to respond appropriately to unexpected events. In this paper, we create controllers for the trip recovery responses that occur ...

research-article
Interactive synthesis of human-object interaction

We present an interactive motion editing tool for creating dynamic scenes with human and object interaction. Our approach solves for an optimal control problem that leverages methods for physics-based rigid body control and kinematics-based human motion ...

SESSION: Geometry
research-article
Visibility transition planning for dynamic camera control

We present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into the search strategy, so that a ...

research-article
Spatial deformation transfer

Much effort is invested in generating natural deformations of three-dimensional shapes. Deformation transfer simplifies this process by allowing to infer deformations of a new shape from existing deformations of a similar shape. Current deformation ...

research-article
Bounded normal trees for reduced deformations of triangulated surfaces

Several reduced deformation models in computer animation, such as linear blend skinning, point-based animation, embedding in finite element meshes, cage-based deformation, or subdivision surfaces, define surface vertex positions through convex ...

research-article
Exact volume preserving skinning with shape control

In the real world, most objects do not loose volume when they deform: they may for instance compensate a local compression by inflating in the orthogonal direction, or, in the case of a character, preserve volume through specific bulges and folds. This ...

SESSION: Editing in style
research-article
Leveraging the talent of hand animators to create three-dimensional animation

The skills required to create compelling three-dimensional animation using computer software are quite different from those required to create compelling hand animation with pencil and paper. The three-dimensional medium has several advantages over the ...

research-article
Interactive editing of motion style using drives and correlations

Animation data, from motion capture or other sources, is becoming increasingly available and provides high quality motion, but is difficult to customize for the needs of a particular application. This is especially true when stylistic changes are needed,...

research-article
Pose-timeline for propagating motion edits

Motion editing often requires repetitive operations for modifying similar action units to give a similar effect or impression. This paper proposes a system for efficiently and flexibly editing the sequence of iterative actions by a few intuitive ...

research-article
Style learning and transferring for facial animation editing

Most of current facial animation editing techniques are frame-based approaches (i.e., manually edit one keyframe every several frames), which is ineffective, time-consuming, and prone to editing inconsistency. In this paper, we present a novel facial ...

SESSION: Deformation, contact, and fracture
research-article
A point-based method for animating elastoplastic solids

In this paper we describe a point-based approach for animating elastoplastic materials. Our primary contribution is a simple method for computing the deformation gradient for each particle in the simulation. The deformation gradient is computed for each ...

research-article
Statistical simulation of rigid bodies

We describe a method for replacing certain stages of rigid body simulation with a statistically-based approximation. We begin by collecting statistical data regarding changes in linear and angular momentum for collisions of a given object. From this ...

research-article
Anisotropic friction for deformable surfaces and solids

This paper presents a method for simulating anisotropic friction for deforming surfaces and solids. Frictional contact is a complex phenomenon that fuels research in mechanical engineering, computational contact mechanics, composite material design and ...

research-article
Energy stability and fracture for frame rate rigid body simulations

Our goal is to design robust algorithms that can be used for building real-time systems, but rather than starting with overly simplistic particle-based methods, we aim to modify higher-end visual effects algorithms. A major stumbling block in utilizing ...

research-article
Real-time deformation and fracture in a game environment

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. Based around a corotational tetrahedral finite element method, this system has been constructed from ...

SESSION: Crowds
research-article
ClearPath: highly parallel collision avoidance for multi-agent simulation

We present a new local collision avoidance algorithm between multiple agents for real-time simulations. Our approach extends the notion of velocity obstacles from robotics and formulates the conditions for collision free navigation as a quadratic ...

research-article
Experiment-based modeling, simulation and validation of interactions between virtual walkers

An interaction occurs between two humans when they walk with converging trajectories. They need to adapt their motion in order to avoid and cross one another at respectful distance. This paper presents a model for solving interactions between virtual ...

research-article
Fitting behaviors to pedestrian simulations

In this paper we present a data-driven approach for fitting behaviors to simulated pedestrian crowds. Our method annotates agent trajectories, generated by any crowd simulator, with action-tags. The aggregate effect of animating the agents according to ...

research-article
SteerBug: an interactive framework for specifying and detecting steering behaviors

The size of crowds that modern computer games and urban simulations are capable of handling has given rise to the challenging problem of debugging and testing massive simulations of autonomous agents. In this paper, we propose SteerBug: an interactive ...

SESSION: Fluids
research-article
Guiding of smoke animations through variational coupling of simulations at different resolutions

We propose a novel approach to guiding of Eulerian-based smoke animations through coupling of simulations at different grid resolutions. Specifically we present a variational formulation that allows smoke animations to adopt the low-frequency features ...

research-article
Accurate tangential velocities for solid fluid coupling

We propose a novel method for obtaining more accurate tangential velocities for solid fluid coupling. Our method works for both rigid and deformable objects as well as both volumetric objects and thin shells. The fluid can be either one phase such as ...

research-article
Fast and robust tracking of fluid surfaces

Surface tracking is an important problem with applications in many research fields. Among the most famous examples in computer graphics is the simulation and rendering of liquids with free surfaces. A surface that is advected by a general velocity field ...

research-article
A point-based method for animating incompressible flow

In this paper, we present a point-based method for animating incompressible flow. The advection term is handled by moving the sample points through the flow in a Lagrangian fashion. However, unlike most previous approaches, the pressure term is handled ...

Contributors
  • Vanderbilt University
  • The Walt Disney Company
  • Technical University of Darmstadt
  • University of Toronto
  • Carnegie Mellon University
  1. Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation

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    Acceptance Rates

    Overall Acceptance Rate183of487submissions,38%
    YearSubmittedAcceptedRate
    SCA '13572035%
    SCA '12802734%
    SCA '10562443%
    SCA '08602440%
    SCA '07812835%
    SCA '031003838%
    SCA '02532242%
    Overall48718338%