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SCA '11: Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM2011 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SCA '11: The ACM SIGGRAPH / Eurographics Symposium on Computer Animation 2011 Vancouver British Columbia Canada August 5 - 7, 2011
ISBN:
978-1-4503-0923-3
Published:
05 August 2011
Sponsors:
SIGGRAPH, EUROGRAPHICS
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Abstract

This year marks the tenth annual ACM SIGGRAPH / Eurographics Symposium on Computer Animation (SCA). SCA quickly established itself as the premier forum dedicated to innovations in the software and technology of computer animation and it has built on this reputation over the years. Looking back over the last decade, many of the most important papers in computer animation---those that inspired a flood of followup work or have become standard animation techniques---have been showcased at SCA. This conference has also become a critical tool for building and invigorating the computer animation community, bringing together researchers from around the world, both academic and industrial, in an intimate setting to discuss the state-of-the-art as well as future directions.

SCA 2011 was held in beautiful Vancouver, Canada, August 5--7 2011, immediately prior to ACM SIGGRAPH 2011. The Point Grey campus of the University of British Columbia provided an intimate location, highly affordable accommodations, and a spectacular banquet venue at the Beaty Biodiversity Museum. These proceedings contain the 30 papers presented at SCA 2011, selected from 77 submissions. These highquality papers span the spectrum of computer animation topics, including motion capture, motion editing, facial animation, crowd animation, character skinning, deformable bodies, and fluid simulation. Fluid simulation was particularly popular this year, representing more than a third of the conference, and including sessions on mathematical formulation, procedural modeling and control, and particle-based methods. 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 71 Program Committee members, who together ensured that each full-paper submission received four high-quality reviews, followed by a thorough week-long online discussion. We are deeply grateful to the program committee for working so diligently, especially given our extremely tight reviewing schedule.

Beyond attracting archival-quality papers, SCA included a posters track providing a forum where researchers can interact, share preliminary results and half-baked ideas, and debate new directions. These proceedings also contain the abstracts of the 13 posters presented at SCA 2011. Some of the posters came from submissions that were not selected for the papers program but that were recommended as posters. Others were selected through a separate review process.

This year we also introduced presentations to SCA. While they do not appear in these proceedings, we invited the presentation of recently published animation work in other journals or other conferences that would also interest the majority of SCA attendees. Only one paper was presented under this track due to the limited number of talk slots allowed by a single track conference. However, there clearly is a demand for this type of presentation venue.

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SESSION: Fluids -- particle methods
research-article
A particle-based method for preserving fluid sheets

We present a new particle-based method that explicitly preserves thin fluid sheets for animating liquids. Our primary contribution is a meshless particle-based framework that splits at thin points and collapses at dense points to prevent the breakup of ...

research-article
A level-set method for skinning animated particle data

In this paper, we present a straightforward, easy to implement method for particle skinning---generating surfaces from animated particle data. We cast the problem in terms of constrained optimization and solve the optimization using a level-set ...

research-article
SPH granular flow with friction and cohesion

Combining mechanical properties of solids and fluids, granular materials pose important challenges for the design of algorithms for realistic animation. In this paper, we present a simulation algorithm based on smoothed particle hydrodynamics (SPH) that ...

research-article
Hybrid smoothed particle hydrodynamics

We present a new algorithm for enforcing incompressibility for Smoothed Particle Hydrodynamics (SPH) by preserving uniform density across the domain. We propose a hybrid method that uses a Poisson solve on a coarse grid to enforce a divergence free ...

SESSION: Agents, crowds, and skinning
research-article
Simulating heterogeneous crowd behaviors using personality trait theory

We present a new technique to generate heterogeneous crowd behaviors using personality trait theory. Our formulation is based on adopting results of a user study to derive a mapping from crowd simulation parameters to the perceived behaviors of agents ...

research-article
Scenario space: characterizing coverage, quality, and failure of steering algorithms

Navigation and steering in complex dynamically changing environments is a challenging research problem, and a fundamental aspect of immersive virtual worlds. While there exist a wide variety of approaches for navigation and steering, there is no ...

research-article
Physics-based character skinning using multi-domain subspace deformations

We propose a domain-decomposition method to simulate articulated deformable characters entirely within a subspace framework. The method supports quasistatic and dynamic deformations, nonlinear kinematics and materials, and can achieve interactive time-...

research-article
Controllable hand deformation from sparse examples with rich details

Recent advances in laser scanning technology have made it possible to faithfully scan a real object with tiny geometric details, such as pores and wrinkles. However, a faithful digital model should not only capture static details of the real counterpart ...

SESSION: Fluids - mathematical formulation
research-article
A multigrid fluid pressure solver handling separating solid boundary conditions

We present a multigrid method for solving the linear complementarity problem (LCP) resulting from discretizing the Poisson equation subject to separating solid boundary conditions in an Eulerian liquid simulation's pressure projection step. The method ...

research-article
Mass and momentum conservation for fluid simulation

Momentum conservation has long been used as a design principle for solid simulation (e.g. collisions between rigid bodies, mass-spring elastic and damping forces, etc.), yet it has not been widely used for fluid simulation. In fact, semi-Lagrangian ...

research-article
Mathematical foundation of the optimization-based fluid animation method

We present the mathematical foundation of a fluid animation method for unstructured meshes. Key contributions not previously treated are the extension to include diffusion forces and higher order terms of non-linear force approximations. In our ...

research-article
A simple finite volume method for adaptive viscous liquids

We present the first spatially adaptive Eulerian fluid animation method to support challenging viscous liquid effects such as folding, coiling, and variable viscosity. We propose a tetrahedral node-based embedded finite volume method for fluid viscosity,...

SESSION: Motion capture
research-article
A data-driven appearance model for human fatigue

Humans become visibly tired during physical activity. After a set of squats, jumping jacks or walking up a flight of stairs, individuals start to pant, sweat, loose their balance, and flush. Simulating these physiological changes due to exertion and ...

research-article
Human motion reconstruction from force sensors

Consumer-grade, real-time motion capture devices are becoming commonplace in every household, thanks to the recent development in depth-camera technologies. We introduce a new approach to capturing and reconstructing freeform, full-body human motion ...

research-article
Practical color-based motion capture

Motion capture systems have been widely used for high quality content creation and virtual reality but are rarely used in consumer applications due to their price and setup cost. In this paper, we propose a motion capture system built from commodity ...

research-article
Real-time classification of dance gestures from skeleton animation

We present a real-time gesture classification system for skeletal wireframe motion. Its key components include an angular representation of the skeleton designed for recognition robustness under noisy input, a cascaded correlation-based classifier for ...

research-article
A puppet interface for retrieval of motion capture data

Intuitive and efficient retrieval of motion capture data is essential for effective use of motion capture databases. In this paper, we describe a system that allows the user to retrieve a particular sequence by performing an approximation of the motion ...

SESSION: Fluids -- control and procedural modeling
research-article
Procedural fluid modeling of explosion phenomena based on physical properties

We propose a method to procedurally model the fluid flows of explosion phenomena by taking physical properties into account. Explosion flows are always quite difficult to control, because they easily disturb each other and change rapidly. With this ...

research-article
Preview-based sampling for controlling gaseous simulations

In this work, we describe an automated method for directing the control of a high resolution gaseous fluid simulation based on the results of a lower resolution preview simulation. Small variations in accuracy between low and high resolution grids can ...

research-article
Graph-based fire synthesis

We present a novel graph-based data-driven technique for cost-effective fire modeling. This technique allows composing long animation sequences using a small number of short simulations. While traditional techniques such as motion graphs and motion ...

SESSION: Facial animation
research-article
Content retargeting using parameter-parallel facial layers

Facial motion retargeting approaches often transfer expressions by establishing correspondences between shared units of motion, such as action units, or spatial correspondences of landmarks between the source actor and target character faces. When the ...

research-article
Facial cartography: interactive scan correspondence

We present a semi-automatic technique for computing surface correspondences between 3D facial scans in different expressions, such that scan data can be mapped into a common domain for facial animation. The technique can accurately correspond high-...

research-article
Real-time facial animation from live video tracking

This paper describes a complete pipe-line of a practical system for producing real-time facial expressions of a 3D virtual avatar controlled by an actor's live performances. The system handles practical challenges arising from markerless expression ...

SESSION: Deformable objects
research-article
Optimization for sag-free simulations

A common problem during the first few seconds of a cloth, hair, or flesh simulation is that the mesh sags under gravity, which can undo the work of hours of careful modeling. The typical response of increasing the stiffness of the mesh is unsatisfactory ...

research-article
Robust real-time deformation of incompressible surface meshes

We introduce an efficient technique for robustly simulating incompressible objects with thousands of elements in real-time. Instead of considering a tetrahedral model, commonly used to simulate volumetric bodies, we simply use their surfaces. Not ...

research-article
Asynchronous integration with phantom meshes

Asynchronous variational integration of layered contact models provides a framework for robust collision handling, correct physical behavior, and guaranteed eventual resolution of even the most difficult contact problems. Yet, even for low-contact ...

research-article
Element-wise mixed implicit-explicit integration for stable dynamic simulation of deformable objects

In order to evolve a deformable object in time, the underlying equations of motion have to be numerically integrated. This is commonly done by employing either an explicit or an implicit integration scheme. While explicit methods are only stable for ...

SESSION: Motion editing
research-article
Biomechanically-inspired motion path editing

We present a system for interactive kinematic editing of motion paths and timing that employs various biomechanical observations to augment and restrict the edited motion. Realistic path manipulations are enforced by restricting user interaction to ...

research-article
Spacetime vertex constraints for dynamically-based adaptation of motion-captured animation

We present a novel technique for editing motion captured animation. Our iterative solver produces physicallyplausible adaptated animations that satisfy alterations in foot and hand contact placement with the animated character's surroundings. The ...

research-article
Perceptual evaluation of footskate cleanup

When animating virtual humans for real-time applications such as games and virtual reality, animation systems often have to edit motions in order to be responsive. In many cases, contacts between the feet and the ground are not (or cannot be) properly ...

Contributors
  • Autodesk Inc.
  • University of Maryland, Baltimore County (UMBC)
  • The University of British Columbia
  1. Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation

    Recommendations

    Acceptance Rates

    Overall Acceptance Rate 183 of 487 submissions, 38%
    YearSubmittedAcceptedRate
    SCA '13572035%
    SCA '12802734%
    SCA '10562443%
    SCA '08602440%
    SCA '07812835%
    SCA '031003838%
    SCA '02532242%
    Overall48718338%