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This volume contains research papers that were presented at the Sixth Eurographics Workshop on Animation and Simulation which took place at Maastricht, The Nether lands, September 2-3, 1995. A core area within computer graphics, animation is concerned with the computer synthesis of dynamic scenes. The creation of realistic animation based on the simulation of physical and biological phenomena is a unify ing and rapidly evolving research theme. This series of workshops, an activity of the Eurographics Working Group on Animation and Simulation, is an international forum where researchers representing the animation and simulation communities convene to exchange knowledge and experience related to this theme and to physics-based mod elling, human modelling, motion control, visualization, etc. Of keen interest at this sixth workshop were novel animation techniques and animation systems that simulate the dynamics and interactions of physical objects-solid, fluid, and gaseous-as well as the behaviors of living systems such as plants, lower animals, and humans. The workshop continued to promote the confluence of animation and simulation as a leading edge of computer graphics research that is providing animators with sophisticated new algorithms for synthesizing dynamic scenes. The call for extended abstracts for the workshop, issued in February 1995, elicited an enthusiastic response.
Texte du rabat
The sixteen papers in this volume present novel animation techniques and animation systems that simulate the dynamics and interactions of physical objects (solid, fluid, and gaseous) as well as the behaviors of living systems such as plants, lower animals, and humans (growth and metamorphosis, motion control, locomotion, etc.). The book vividly demonstrates the confluence of animation and simulation, a leading edge of computer graphics research that is providing animators with sophisticated new algorithms for synthesizing dynamic scenes.
Contenu
I: Animating Physical Objects.- 1. Particle Systems.- Two-Dimensional Simulation of Gaseous Phenomena Using Vortex Particles.- A Physical Model of Turbulent Fluids.- 2. Deformable Solids.- Using Simulated Annealing to Obtain Good Nodal Approximations of Deformable Bodies.- Evolutionary Identification of Cloth Animation Models.- Collision and Self-Collision Detection: Efficient and Robust Solutions for Highly Deformable Surfaces.- 3. Rigid Bodies.- Efficient Collision Detection for General CSG Objects.- All You Need Is Force: A Constraint-Based Approach for Rigid Body Dynamics in Computer Animation.- II: Animating Biological Objects.- 4. Plants and Animals.- Animated Texels.- A Study of Basic Tools for Simulating Metamorphoses of Subdivided 2D and 3D Objects: Applications to the Internal Growing of Wood and to the Simulation of the Growing of Fishes.- 5. Motion Control.- Position Control of the Center of Mass for Articulated Figures in Multiple Support.- Keyframe Motion Optimization by Relaxing Speed and Timing.- 6. Locomotion.- Pulse-Modulated Locomotion for Computer Animation.- Guided Optimization for Balanced Locomotion.- III: Simulation Based Animation Systems.- Parallel Spacetime Animation.- General Animation and Simulation Platform.- An Efficient Symbolic Interface to Constraint Based Animation Systems.- Appendix: Colour Illustrations.