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MIG '21: Proceedings of the 14th ACM SIGGRAPH Conference on Motion, Interaction and Games
ACM2021 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
MIG '21: Motion, Interaction and Games Virtual Event Switzerland November 10 - 12, 2021
ISBN:
978-1-4503-9131-3
Published:
10 November 2021
Sponsors:
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Abstract

No abstract available.

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SESSION: Virtual Reality
short-paper
Ego-Interaction: Visual Hand-Object Pose Correction for VR Experiences
Article No.: 1, Pages 1–8https://doi.org/10.1145/3487983.3488290

Immersive virtual reality (VR) experiences may track both a user’s hands and a physical object at the same time and use the information to animate computer generated representations of the two interacting. However, to render visually without artefacts ...

research-article
Assessing the Impact of Mixed Reality Immersion on Presence and Embodiment
Article No.: 2, Pages 1–10https://doi.org/10.1145/3487983.3488304

When placed inside an immersive virtual simulation, subjects will tend to experience the feeling of being ’really there’ and to respond realistically to their environment, forgetting that it is not real. This behaviour is observed when subjects ...

research-article
Open Access
VR Natural Walking in Impossible Spaces
Article No.: 3, Pages 1–9https://doi.org/10.1145/3487983.3488305

Locomotion techniques in Virtual Reality (VR) are the means by which users traverse a Virtual Environment (VE) and are considered an integral and indispensable part of user interaction.

This paper investigates the potential that natural walking in ...

SESSION: Learning
research-article
GarMatNet: A Learning-based Method for Predicting 3D Garment Mesh with Parameterized Materials
Article No.: 4, Pages 1–10https://doi.org/10.1145/3487983.3488294

Recent progress in learning-based methods of garment mesh generation is resulting in increased efficiency and maintenance of reality during the generation process. However, none of the previous works so far have focused on variations in material types ...

short-paper
Open Access
How to train your dog: Neural enhancement of quadruped animations
Article No.: 5, Pages 1–7https://doi.org/10.1145/3487983.3488293

Creating realistic quadruped animations is challenging. Producing realistic animations using methods such as key-framing is time consuming and requires much artistic expertise. Alternatively, motion capture methods have their own challenges (getting ...

research-article
Best Paper
Best Paper
Motor Babble: Morphology-Driven Coordinated Control of Articulated Characters
Article No.: 6, Pages 1–10https://doi.org/10.1145/3487983.3488291

Locomotion in humans and animals is highly coordinated, with many joints moving together. Learning similar coordinated locomotion in articulated virtual characters, in the absence of reference motion data, is a challenging task due to the high number ...

research-article
PFPN: Continuous Control of Physically Simulated Characters using Particle Filtering Policy Network
Article No.: 7, Pages 1–12https://doi.org/10.1145/3487983.3488301

Data-driven methods for physics-based character control using reinforcement learning have been successfully applied to generate high-quality motions. However, existing approaches typically rely on Gaussian distributions to represent the action policy, ...

SESSION: Perception and Appearance
research-article
Interactive Viewpoint Exploration for Constructing View-Dependent Models
Article No.: 8, Pages 1–8https://doi.org/10.1145/3487983.3488287

We introduce an interactive method to sequentially find viewpoints for constructing view-dependent models which represent view-specific deformations in classic 2D cartoons [Chaudhuri et al. 2004, 2007; Koyama and Igarashi 2013; Rademacher 1999]. As ...

short-paper
Perception of Motion Variations in Large-Scale Virtual Human Crowds
Article No.: 9, Pages 1–7https://doi.org/10.1145/3487983.3488288

Virtual human crowds are regularly featured in movies and video games. With a large number of virtual characters each behaving in their own way, spectacular scenes can be produced. The more diverse the characters and their behaviors are, the more ...

research-article
Emulating Foveated Path Tracing
Article No.: 10, Pages 1–9https://doi.org/10.1145/3487983.3488295

At full resolution, path tracing cannot be deployed in real-time based on current graphics hardware due to slow convergence times and noisy outputs, despite recent advances in denoisers. In this work, we develop a perceptual sandbox emulating a foveated ...

short-paper
Does Synthetic Voice alter Social Response to a Photorealistic Character in Virtual Reality?
Article No.: 11, Pages 1–6https://doi.org/10.1145/3487983.3488296

In this paper, we investigate the effect of a realism mismatch in the voice and appearance of a photorealistic virtual character in virtual reality. While many studies have investigated voice attributes for robots, not much is known about the effect ...

SESSION: Physics
short-paper
A Constraint-based Formulation of Stable Neo-Hookean Materials
Article No.: 12, Pages 1–7https://doi.org/10.1145/3487983.3488289

In computer graphics, soft body simulation is often used to animate soft tissue on characters or rubber like objects. Both are highly incompressible, however commonly used models such as co-rotational FEM, show significant volume loss, even under ...

research-article
ESPEFs: Exponential Spring Potential Energy Functions for Simulating Deformable Objects
Article No.: 13, Pages 1–11https://doi.org/10.1145/3487983.3488303

Extended Position-based Dynamics (XPBD) is a well-known method to carry out the simulation of deformable objects. It extends the Position-based Dynamics (PBD) algorithm with a compliance parameter for the material stiffness and implicitly adapts the ...

short-paper
Public Access
QLB: Collision-Aware Quasi-Newton Solver with Cholesky and L-BFGS for Nonlinear Time Integration
Article No.: 14, Pages 1–7https://doi.org/10.1145/3487983.3488297

We advocate for the straightforward applications of the Cholesky and the Limited-memory Broyden-Fletcher-Goldfarb-Shanno (L-BFGS) algorithms in the context of nonlinear time integration of deformable objects with dynamic collisions. At the beginning of ...

short-paper
Catching and Throwing Control of a Physically Simulated Hand
Article No.: 15, Pages 1–7https://doi.org/10.1145/3487983.3488300

We design a nominal controller for animating an articulated physics-based human arm model, including the hands and fingers, to catch and throw objects. The controller is based on a finite state machine that defines the target poses for proportional-...

SESSION: Crowds and Navigation
research-article
Public Access
SNAP:Successor Entropy based Incremental Subgoal Discovery for Adaptive Navigation
Article No.: 16, Pages 1–11https://doi.org/10.1145/3487983.3488292

Reinforcement learning (RL) has demonstrated great success in solving navigation tasks but often fails when learning complex environmental structures. One open challenge is to incorporate low-level generalizable skills with human-like adaptive path-...

research-article
Public Access
Interactive Simulation of Disease Contagion in Dynamic Crowds
Article No.: 17, Pages 1–11https://doi.org/10.1145/3487983.3488298

We propose an agent-to-agent contagion-immunity formulation that can simulate detailed COVID-19 spreading within moving crowds. Specifically, we develop a diffusion-based disease contagion model for discrete systems that considers the effect of health ...

short-paper
Public Access
PSM: Parametric Saliency Maps for Autonomous Pedestrians
Article No.: 18, Pages 1–7https://doi.org/10.1145/3487983.3488299

Modeling visual attention is an important aspect of simulating realistic virtual humans. This work proposes a parametric model and method for generating real-time saliency maps from the perspective of virtual agents which approximate those of vision-...

research-article
A2X: An Agent and Environment Interaction Benchmark for Multimodal Human Trajectory Prediction
Article No.: 19, Pages 1–9https://doi.org/10.1145/3487983.3488302

In recent years, human trajectory prediction (HTP) has garnered attention in computer vision literature. Although this task has much in common with the longstanding task of crowd simulation, there is little from crowd simulation that has been borrowed, ...

Contributors
  • University of Rennes
  • Computer Science Laboratory of The Ecole Polytechnique

Recommendations

Acceptance Rates

Overall Acceptance Rate -9 of -9 submissions, 100%
YearSubmittedAcceptedRate
MIG '13-9-9100%
Overall-9-9100%