SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Dressing animated synthetic actors with complex deformable clothes
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
Modeling soil: realtime dynamic models for soil slippage and manipulation
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Versatile and efficient techniques for simulating cloth and other deformable objects
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Realistic animation of liquids
GI '96 Proceedings of the conference on Graphics interface '96
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Subdivision surfaces in character animation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Computational fluid dynamics in a traditional animation environment
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Graphical modeling and animation of brittle fracture
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Dynamic simulation of splashing fluids
CA '95 Proceedings of the Computer Animation
The EMOTE model for effort and shape
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Hybrid Control for Interactive Character Animation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Rigid fluid: animating the interplay between rigid bodies and fluid
ACM SIGGRAPH 2004 Papers
Breathe easy: model and control of simulated respiration for animation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Breathe easy: model and control of human respiration for computer animation
Graphical Models - Special issue on SCA 2004
Hybrid simulation of deformable solids
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Elastic secondary deformations by vector field integration
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
Example-based dynamic skinning in real time
ACM SIGGRAPH 2008 papers
Two-way coupling of rigid and deformable bodies
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Augmenting hand animation with three-dimensional secondary motion
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Performance capture with physical interaction
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Natural user interface for physics-based character animation
MIG'11 Proceedings of the 4th international conference on Motion in Games
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Objects that move in response to the actions of a main character often make an important contribution to the visual richness of an animated scene. We use the term "secondary motion" to refer to passive motions generated in response to the movements of characters and other objects or environmental forces. Secondary motions aren't normally the mail focus of an animated scene, yet their absence can distract or disturb the viewer, destroying the illusion of reality created by the scene. We describe how to generate secondary motion by coupling physically based simulations of passive objects to actively controlled characters.