Technical Papers
Animating Characters
Tuesday, 12 August 3:45 PM - 5:15 PM | Vancouver Convention Centre, East Building, Ballroom A Session Chair: Ladislav Kavan, University of Pennsylvania
Tuesday, 12 August 3:45 PM - 5:15 PM | Vancouver Convention Centre, East Building, Ballroom A Session Chair: Ladislav Kavan, University of Pennsylvania
This paper presents a modular, novel mechanical device for animation authoring. The pose of the device is sensed at interactive rates, enabling the user to quickly pose characters rigged with a skeleton of arbitrary topology. The mapping between the physical device and virtual skeleton is semi-automatically computed starting from sparse user correspondences.
Alec Jacobson
ETH Zürich
Daniele Panozzo
ETH Zürich
Oliver Glauser
ETH Zürich
Cedric Pradalier
GeorgiaTech Lorraine
Otmar Hilliges
ETH Zürich
Olga Sorkine-Hornung
ETH Zürich
This paper presents a method for real-time pose recovery of human hands from depth images. The pipeline includes offline labeled dataset generation as well as a convolutional network for pose inference.
Jonathan Tompson
New York University
Murphy Stein
New York University
Yann LeCun
New York University
Ken Perlin
New York University
A novel cage-based editing method for interactive manipulation of large-scale crowd animation. The cage encloses animated characters and supports convenient space/time manipulation. Examples demonstrate how the cage-based user interface mitigates the time and effort required to manipulate large crowd animation.
Jongmin Kim
Seoul National University
Yeongho Seol
Weta Digital
Taesoo Kwon
Hanyang University
Jehee Lee
Seoul National University
This paper introduces an example-based rigging approach to automatically generate a linear-blend skinning model with skeleton structure. Using input from an animated mesh sequence, this approach can output its skeleton structure, joint positions, linear-blend skinning weights, and corresponding bone transformations.
Binh Le
University of Houston
Zhigang Deng
University of Houston
The first real-time algorithms to compute generalized penetration depth for rigid and articulated models, and their applications to physically based animation, grasp planning, and motion planning.
Tang Min
Ewha Womans University
Young Kim
Ewha Womans University