Zobrazeno 1 - 10
of 35
pro vyhledávání: '"Parris K. Egbert"'
Publikováno v:
ACM Transactions on Graphics. 38:1-14
We present a method for intelligently resizing fluid simulation data using seam carving methods. While advances in post-processing techniques have allowed artists greater control over content late in the production process, this technology has largel
Autor:
Parris K. Egbert, Seth Holladay
Publikováno v:
SIGGRAPH Asia Technical Briefs
Our animation program is a relatively small program that uses large-group projects to teach students. For 15 years, the undergraduate seniors have grouped together each year to create a single large-group animated short film, a consistently successfu
Publikováno v:
CGI
An Eulerian approach to fluid flow provides an efficient, stable paradigm for realistic fluid simulation. However, its traditional reliance on a fixed-resolution grid is not ideal for simulations that simultaneously exhibit both large and small-scale
Autor:
Brian C. Ricks, Parris K. Egbert
Publikováno v:
The Visual Computer. 30:579-589
Finding optimal trajectories for non-accelerating, non-holonomic agents is a well-understood problem. However, in video games, robotics, and crowd simulations non-holonomic agents start and stop frequently. With the vision of improving crowd simulati
Publikováno v:
Articulated Motion and Deformable Objects ISBN: 9783319417776
AMDO
AMDO
Ever since the first use of crowds in films and video games there has been an interest in larger, more efficient and more realistic simulations of crowds. Most crowd simulation algorithms are able to satisfy the viewer from a distance but when inspec
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::e6a5571d782a684fa1ffe86aaa2bae72
https://doi.org/10.1007/978-3-319-41778-3_7
https://doi.org/10.1007/978-3-319-41778-3_7
Autor:
Brian C. Ricks, Parris K. Egbert
Publikováno v:
The Visual Computer. 28:889-898
Recent algorithms have been able to simulate “social crowds” that allow agents to interact socially as opposed to only treating other agents as obstacles. Unfortunately, past social crowd algorithms lack realism and flexibility because they do no
Publikováno v:
Computational Intelligence. 26:142-159
Cognitive and behavioral models have become popular methods for creating autonomous self-animating characters. Creating these models presents the following challenges: (1) Creating a cognitive or behavioral model is a time intensive and complex proce
Publikováno v:
Computational Intelligence. 24:235-256
We present a novel technique for behavioral animation through data-driven behavior synthesis. This technique has two key features: it provides natural character behavior and has a programming-by-demonstration interface. Thus we can quickly create com
Publikováno v:
Computer Graphics Forum. 27:1115-1123
Monte Carlo rendering algorithms generally rely on some form of importance sampling to evaluate the measurement equation. Most of these importance sampling methods only take local information into account, however, so the actual importance function u
Publikováno v:
The Visual Computer. 23:25-43
Machine learning has experienced explosive growth in the last few decades, achieving sufficient maturity to provide effective tools for sundry scientific and engineering fields. Machine learning provides a firm theoretical foundation upon which to bu