Miguel Ángel Otaduy: Game physics for design applications.victor

Mel Slater: Using VR to Change the Self.

Jesús Rodríguez-Nieto: Real-time for animation tools in production.


 SESSION on Crowds                                                                                                          

Crowd Sourced Co-design of Floor Plans using Simulation Guided Games
Nilay Chakraborty, Brandon Haworth, Muhammad Usman, Glen Berseth, Petros Faloutsos, Mubbasir Kapadia

Characterizing the Relationship between Environment Layout and Crowd Movement using Machine Learning
Weining Liu, Kaidong Hu, Sejong Yoon, Vladimir Pavlovic, Petros Faloutsos, Mubbasir Kapadia

 SESSION on Deformations                                                                                             

Patch Green Coordinates based Interactive Embedded Deformable Model
Weixin Si, Jing Lu, Xiangyun Liao, Qiong Wang, Jing Qin, Pheng-Ann Heng

Efficient Collision Detection for Example-Based Deformable Bodies
Ben Jones, Joshua Levine, Tamar Shinar, Adam W. Bargteil

Reclustering for Large Plasticity in Clustered Shape Matching
Michael Falkenstein, Ben Jones, Joshua A. Levine, Tamar Shinar, Adam W. Bargteil

 SESSION on Interaction and tracking                                                                       

MechVR: A physics-based proxy for locomotion and interaction in a virtual environment (Best Presentation Award)
Victor Zordan, Saurabh Hindlekar, W. Garrett Mckay, John Welter, J. Emerson Smith III, Kunta Lowe, Carlos Marti, R. Austin Taylor

Accurate Online Alignment of Human Motor Performances
Felix Hülsmann, Andreas Richter, Stefan Kopp, Mario Botsch

 SESSION on Character Motion                                                                                      

Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation (Best Paper Award)
Tomer Weiss, Alan Litteneker, Chenfanfu Jiang, Demetri Terzopoulos

Human Character Balancing Motion Generation based on a Double Inverted Pendulum Model
Jaepyung Hwang, Gangrae Park, Il Hong Suh, Taesoo Kwon

Lattice-Guided Human Motion Deformation for Collision Avoidance
Masaki Oshita

 SESSION on Character animation                                                                               

Adult2Child: Dynamic Scaling Laws to Create Child-Like Motion
Yuzhu Dong, Sachin Paryani, Neha Rana, Aishat Aloba, Lisa Anthony, Eakta Jain

Inverse Kinematics Problems with Exact Hessian Matrices (Best Short Paper Award)
Kenny Erleben, Sheldon Andrews

Normalized Euclidean Distance Matrices for Human Motion Retargeting
Antonin Bernardin, Ludovic Hoyet, Antonio Mucherino, Douglas Gonçalves, Franck Multon

 SESSION on Navigation                                                                                                   

Improvements to Hierarchical Pathfinding for Navigation Meshes
Vahid Rahmani, Nuria Pelechano

Busy Beeway: A Game for Testing Human-Automation Collaboration for Navigation
Torin Adamson, Hao-Tien (Lewis) Chiang, Meeko Oishi, Lydia Tapia

 SESSION on Perception and Cameras                                                                        

Perceptual Evaluation of Space in Virtual Environments
Muhammad Usman, Brandon Haworth, Glen Berseth, Mubbasir Kapadia, Petros Faloutsos

Virtual Cinematography Using Optimization and Temporal Smoothing
Alan Litteneker, Demetri Terzopoulos

A Perceptual Evaluation of Social Interaction with Emotes and Real-time Facial Motion Capture
Erik Pettersson, Veronica Sundstedt


EgoCap: Egocentric Marker-less Motion Capture with Two Fisheye Cameras (Best Poster Award)
Helge Rhodin, Christian Richardt, Dan Casas, Eldar Insafutdinov, Mohammad Shafiei, Hans-Peter Seidel, Bernt Schiele, Christian Theobalt.

Optical-Flow based Crowd Simulation
Axel López, Julien Pettré, Eric Marchand, François Chaumette

Authoring Semantic Procedural Cities
Otger Rogla, Nuria Pelechano, Gustavo Patow

Modeling Forces in Soft Body Simulators Based on Mass Spring Systems
Pawel Wegrzyn, Pawel Mogila, Witaszczyk Przemyslaw, Piotr Bialas

Generating Procedural Content for Games using Grammatical Item Generation Language (GIGL)
Tiannan Chen, Stephen J. Guy

Robust real-time finger tracking with neural networks
Dario Pavllo, Thibault Porssut, Bruno Herbelin, Ronan Boulic

Footstep Action Identification and Clustering from Motion Capture
Brandon Haworth, Mubbasir Kapadia, Petros Faloutsos

The Process Realization of a Series Vector 2D Animation
Sergio Rodríguez Valdunciel, Miguel Vidal Ortega

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