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Conference

Symposium on Computer Animation 

About: Symposium on Computer Animation is an academic conference. The conference publishes majorly in the area(s): Animation & Computer animation. Over the lifetime, 540 publications have been published by the conference receiving 35136 citations.


Papers
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Proceedings ArticleDOI
26 Jul 2003
TL;DR: This paper proposes an interactive method based on Smoothed Particle Hydrodynamics (SPH) to simulate fluids with free surfaces and proposes methods to track and visualize the free surface using point splatting and marching cubes-based surface reconstruction.
Abstract: Realistically animated fluids can add substantial realism to interactive applications such as virtual surgery simulators or computer games. In this paper we propose an interactive method based on Smoothed Particle Hydrodynamics (SPH) to simulate fluids with free surfaces. The method is an extension of the SPH-based technique by Desbrun to animate highly deformable bodies. We gear the method towards fluid simulation by deriving the force density fields directly from the Navier-Stokes equation and by adding a term to model surface tension effects. In contrast to Eulerian grid-based approaches, the particle-based approach makes mass conservation equations and convection terms dispensable which reduces the complexity of the simulation. In addition, the particles can directly be used to render the surface of the fluid. We propose methods to track and visualize the free surface using point splatting and marching cubes-based surface reconstruction. Our animation method is fast enough to be used in interactive systems and to allow for user interaction with models consisting of up to 5000 particles.

1,214 citations

Proceedings ArticleDOI
03 Aug 2007
TL;DR: The HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments.
Abstract: Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation controls) or are conservative in the range of human motion possible (agents lack psychological state and aren't allowed to 'push' each other). Our HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments. By applying a combination of psychological and geometrical rules with a social and physical forces model, HiDAC exhibits a wide variety of emergent behaviors from agent line formation to pushing behavior and its consequences; relative to the current situation, personalities of the individuals and perceived social density.

591 citations

Proceedings ArticleDOI
21 Jul 2002
TL;DR: A new simulation technique is presented that is stable and fast like linear models, but without the disturbing artifacts that occur with large deformations, and can be applied to both finite element models and mass-spring systems.
Abstract: The linear strain measures that are commonly used in real-time animations of deformable objects yield fast and stable simulations However, they are not suitable for large deformations Recently, more realistic results have been achieved in computer graphics by using Green's non-linear strain tensor, but the non-linearity makes the simulation more costly and introduces numerical problemsIn this paper, we present a new simulation technique that is stable and fast like linear models, but without the disturbing artifacts that occur with large deformations As a precomputation step, a linear stiffness matrix is computed for the system At every time step of the simulation, we compute a tensor field that describes the local rotations of all the vertices in the mesh This field allows us to compute the elastic forces in a non-rotated reference frame while using the precomputed stiffness matrix The method can be applied to both finite element models and mass-spring systems Our approach provides robustness, speed, and a realistic appearance in the simulation of large deformations

504 citations

Proceedings ArticleDOI
29 Jul 2005
TL;DR: This comprehensive model integrates motor, perceptual, behavioral, and cognitive components within a model of pedestrians as individuals, yielding results of unprecedented fidelity and complexity for fully autonomous multi-human simulation in a large urban environment.
Abstract: We address the difficult open problem of emulating the rich complexity of real pedestrians in urban environments. Our artificial life approach integrates motor, perceptual, behavioral, and cognitive components within a model of pedestrians as individuals. Our comprehensive model feature innovations in these components, as well as in their combination, yielding results of unprecedented fidelity and complexity for fully autonomous multi-human simulation in a large urban environment. We represent the environment using hierarchical data structures, which efficiently support the perceptual queries of the autonomous pedestrians that drive their behavioral responses and sustain their ability to plan their actions on local and global scales.

462 citations

Proceedings ArticleDOI
27 Aug 2004
TL;DR: The physical model is derived from continuum mechanics, which allows the specification of common material properties such as Young's Modulus and Poisson's Ratio and it is demonstrated how to solve the equations of motion based on these forces, with both explicit and implicit integration schemes.
Abstract: We present a method for modeling and animating a wide spectrum of volumetric objects, with material properties anywhere in the range from stiff elastic to highly plastic. Both the volume and the surface representation are point based, which allows arbitrarily large deviations form the original shape. In contrast to previous point based elasticity in computer graphics, our physical model is derived from continuum mechanics, which allows the specification of common material properties such as Young's Modulus and Poisson's Ratio.In each step, we compute the spatial derivatives of the discrete displacement field using a Moving Least Squares (MLS) procedure. From these derivatives we obtain strains, stresses and elastic forces at each simulated point. We demonstrate how to solve the equations of motion based on these forces, with both explicit and implicit integration schemes. In addition, we propose techniques for modeling and animating a point-sampled surface that dynamically adapts to deformations of the underlying volumetric model.

453 citations

Performance
Metrics
No. of papers from the Conference in previous years
YearPapers
20213
202023
201910
20184
201732
201630