Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Interactive manipulation of rigid body simulations
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Keyframe control of smoke simulations
ACM SIGGRAPH 2003 Papers
Realistic Animation Using Musculotendon Skeletal Dynamics And SuboptimalControl
Realistic Animation Using Musculotendon Skeletal Dynamics And SuboptimalControl
ACM SIGGRAPH 2004 Papers
Fluid control using the adjoint method
ACM SIGGRAPH 2004 Papers
Controlling fluid animation with geometric potential: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Particle-based simulation of granular materials
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Taming liquids for rapidly changing targets
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Detail-preserving fluid control
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Many-worlds browsing for control of multibody dynamics
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 sketches
Backward steps in rigid body simulation
ACM SIGGRAPH 2008 papers
Shape-constrained flock animation
Computer Animation and Virtual Worlds - CASA'2008 Special Issue
Skeleton-based control of fluid animation
The Visual Computer: International Journal of Computer Graphics
Controllable multi-phase smoke with lagrangian particles
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
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We describe a method to control a motion of particles during physically based simulation. Specifically we design force fields which drive particles so as to shape a human figure. We define attraction, steering and repulsion force fields to achieve a target shape and avoid obstacles. We use key frames of a skeleton of a human figure as a target shape and distribute attraction points over the target shape as a reference to attract the particles. Compared to previous control techniques, our method is fast enough to run in real time and shows a stable behavior of particles not sacrificing plausible simulation. Since our approach is suitable for real time applications, a user can interact with particles or obstacles in a physically satisfiable manner during the simulation.