|
ccs concepts |
5 |
|
animation |
3 |
|
computer-aided detection and diagnosis |
3 |
|
geometric deep learning |
3 |
|
material point method |
3 |
|
motion control |
3 |
|
physical simulation |
3 |
|
visualization |
3 |
|
• computing methodologies → shape analysis |
3 |
|
anisotropy |
2 |
|
arap |
2 |
|
barrier hessian |
2 |
|
biomedical engineering |
2 |
|
brittle fracture |
2 |
|
bsp |
2 |
|
bvh |
2 |
|
cauchy-green invariants |
2 |
|
centroidal voronoi tessellation |
2 |
|
character animation |
2 |
|
character control |
2 |
|
character interactions |
2 |
|
collective behavior |
2 |
|
collision detection |
2 |
|
computer vision |
2 |
|
corotational |
2 |
|
corotational methods |
2 |
|
crowd simulation |
2 |
|
deep learning |
2 |
|
deep reinforcement learning |
2 |
|
eigen analysis |
2 |
|
feature consolidation |
2 |
|
fem |
2 |
|
finite elements |
2 |
|
geometry optimization |
2 |
|
gpu |
2 |
|
human motion |
2 |
|
imitation learning |
2 |
|
inverse kinematics |
2 |
|
ipc |
2 |
|
isotropy |
2 |
|
kinematics |
2 |
|
mesh geometry models |
2 |
|
mesh simplification |
2 |
|
motion planning |
2 |
|
multiview reconstruction |
2 |
|
neural rendering |
2 |
|
neural representation |
2 |
|
orthotropy |
2 |
|
parallel computing |
2 |
|
potential field method |
2 |
|
second-order methods |
2 |
|
weak feature |
2 |
|
• computing methodologies → collision detection |
2 |
|
• computing methodologies → physical simulation |
2 |
|
3d game |
1 |
|
3d garment reconstruction |
1 |
|
3d garment vector field (3dgvf) |
1 |
|
3d gaussian splatting |
1 |
|
3d human motion capture |
1 |
|
3d human motion similarity |
1 |
|
3d mannequin |
1 |
|
3d scanning |
1 |
|
3d scene |
1 |
|
3d search |
1 |
|
3d user interface |
1 |
|
6-dof object pose estimation |
1 |
|
6d pose estimation |
1 |
|
adaptive motion synthesis |
1 |
|
adaptive motion transmission |
1 |
|
adaptive prior |
1 |
|
add-image |
1 |
|
alzheimer's disease |
1 |
|
animation rig |
1 |
|
apparel customization |
1 |
|
approximate inference |
1 |
|
approximation |
1 |
|
ar |
1 |
|
augmented reality |
1 |
|
autoencoder |
1 |
|
autoencoding |
1 |
|
automatic motion analysis |
1 |
|
automultiscopic displays |
1 |
|
balance maintenance |
1 |
|
bas-relief modelling |
1 |
|
bipedal gait |
1 |
|
body–clothes interaction |
1 |
|
boxing punch recognition |
1 |
|
braid theory |
1 |
|
brain mri |
1 |
|
camera pose estimation |
1 |
|
categories and subject descriptors (according to acm ccs) |
1 |
|
character interaction |
1 |
|
characterisation of wmh and ms lesions |
1 |
|
classification |
1 |
|
close interaction |
1 |
|
close interactions |
1 |
|
closely interacting 3d human poses |
1 |
|
cloth animation |
1 |
|
cloth control |
1 |
|
comic processing |
1 |
|
compensation |
1 |
|
compliance |
1 |
|
computer |
1 |
|
computer animation |
1 |
|
computer games |
1 |
|
computer graphics |
1 |
|
computer puppetry |
1 |
|
computer simulation |
1 |
|
computer uses in education |
1 |
|
constructive solid geometry |
1 |
|
content-based retrieval |
1 |
|
context-based retrieval |
1 |
|
control systems |
1 |
|
controller interpolation |
1 |
|
conventional machine learning |
1 |
|
convolutional neural network |
1 |
|
convolutional neural networks |
1 |
|
coordinates |
1 |
|
curve skeleton |
1 |
|
cyclic and acyclic patterns |
1 |
|
data generation and augmentation |
1 |
|
data glove |
1 |
|
data mining |
1 |
|
data-driven |
1 |
|
data-driven animation |
1 |
|
deactivation |
1 |
|
decoder |
1 |
|
deep learning in robotics and automation |
1 |
|
deep neural network |
1 |
|
deep neural networks |
1 |
|
deepmedic |
1 |
|
dementia |
1 |
|
dep generative adversarial network (dep-gan) |
1 |
|
dep u-residual network (dep-uresnet) |
1 |
|
dep-gan |
1 |
|
detail transfer |
1 |
|
diffusion |
1 |
|
digital avatar |
1 |
|
digitap |
1 |
|
dilated convolution |
1 |
|
dimensionality reduction |
1 |
|
discourse connectives |
1 |
|
disease evolution predictor (dep) models |
1 |
|
disease progression |
1 |
|
disentanglement |
1 |
|
dressed character |
1 |
|
dynamic air gap thickness |
1 |
|
dynamic clothing fit |
1 |
|
dynamic obstacles |
1 |
|
dynamics |
1 |
|
dynamics simulation |
1 |
|
e-learning |
1 |
|
educational technology |
1 |
|
emotion data |
1 |
|
end effectors |
1 |
|
enhanced features |
1 |
|
environment interactions |
1 |
|
evolution of wmh |
1 |
|
facial animation |
1 |
|
facial modeling |
1 |
|
filter |
1 |
|
fire animation |
1 |
|
flow map |
1 |
|
fluid simulation |
1 |
|
fracture |
1 |
|
gaming |
1 |
|
garment sliding |
1 |
|
generalisation |
1 |
|
generative model |
1 |
|
geometry preservation |
1 |
|
global spatial information |
1 |
|
graphics |
1 |
|
grid-based methods |
1 |
|
hair animation |
1 |
|
hair design |
1 |
|
handheld augmented reality |
1 |
|
handheld devices |
1 |
|
handwriting analysis |
1 |
|
hbao |
1 |
|
hd |
1 |
|
head-mounted displays |
1 |
|
hierarchy |
1 |
|
hmds |
1 |
|
human animation |
1 |
|
human motion analysis |
1 |
|
human motions |
1 |
|
human perception |
1 |
|
human performance |
1 |
|
human simulation |
1 |
|
human strength calculation |
1 |
|
human strength visualization |
1 |
|
humanoid and bipedal locomotion |
1 |
|
humans |
1 |
|
hyperintensities detection |
1 |
|
i.3.7 [computer graphics]: three-dimensional graphics and realism—animation |
1 |
|
i.3.7[computer graphics]: three-dimensional graphics and realism–animation |
1 |
|
image analysis |
1 |
|
image segmentation |
1 |
|
image-based normal decomposition |
1 |
|
importance sampling |
1 |
|
indoor reconstruction |
1 |
|
information visualization |
1 |
|
input devices and strategies |
1 |
|
interaction |
1 |
|
interaction completion |
1 |
|
interactive 3d graphics |
1 |
|
interactive games |
1 |
|
interactive web contents |
1 |
|
interactivity |
1 |
|
inverse dynamics |
1 |
|
inverse problem |
1 |
|
irregular texture detection |
1 |
|
irregularity age map |
1 |
|
irregularity map |
1 |
|
ischaemic stroke |
1 |
|
jumping |
1 |
|
kinectfusion |
1 |
|
learning from demonstration |
1 |
|
light field |
1 |
|
lightfields |
1 |
|
linear programming |
1 |
|
localization |
1 |
|
locomotion |
1 |
|
machine learning |
1 |
|
manifold learning |
1 |
|
martial arts |
1 |
|
mcmc sampling |
1 |
|
medical image analysis |
1 |
|
mesh symmetry |
1 |
|
mice |
1 |
|
mild cognitive impairment |
1 |
|
modeling |
1 |
|
monocular video |
1 |
|
monte carlo rendering |
1 |
|
motion adaptation |
1 |
|
motion analysis |
1 |
|
motion blending |
1 |
|
motion capture |
1 |
|
motion capture required for proceedings |
1 |
|
motion conversion |
1 |
|
motion data |
1 |
|
motion editing |
1 |
|
motion generation |
1 |
|
motion graph |
1 |
|
motion retargeting |
1 |
|
motion synthesis |
1 |
|
mpeg-2 |
1 |
|
mri |
1 |
|
multiple sclerosis (ms) lesion |
1 |
|
muscle |
1 |
|
muscle force |
1 |
|
muscle-based model |
1 |
|
musculoskeletal model |
1 |
|
musculoskeletal system |
1 |
|
musculotendon |
1 |
|
neural implicit surface representation |
1 |
|
neural networks |
1 |
|
neural networks; motion capture |
1 |
|
neural signed distance field |
1 |
|
neural volume rendering |
1 |
|
noisy text images |
1 |
|
normal transfer |
1 |
|
normalized anisotropic spherical gaussian |
1 |
|
optimal control |
1 |
|
panel extraction |
1 |
|
parameterization |
1 |
|
path guiding |
1 |
|
pattern discovery |
1 |
|
pattern recognition |
1 |
|
penumbra of brain's lesion |
1 |
|
perception in vr |
1 |
|
perception-based approach |
1 |
|
physics |
1 |
|
point cloud similarity |
1 |
|
pose interpolation |
1 |
|
posture optimization |
1 |
|
preparation behavior |
1 |
|
psycholinguistics |
1 |
|
punch segmentation |
1 |
|
quick release |
1 |
|
rational speech acts model |
1 |
|
re-entanglement |
1 |
|
real-time |
1 |
|
real-time animation |
1 |
|
real-time controller design |
1 |
|
real-time motion synthesis |
1 |
|
reconstruction |
1 |
|
reduced-memory |
1 |
|
regression |
1 |
|
reinforcement learning |
1 |
|
relationship descriptors |
1 |
|
relationship templates |
1 |
|
repeated patterns |
1 |
|
repetitive pattern |
1 |
|
representations |
1 |
|
retargeting |
1 |
|
rig |
1 |
|
saliency u-net |
1 |
|
scalability |
1 |
|
scene analysis |
1 |
|
scene synthesis |
1 |
|
screen space ambient occlusion |
1 |
|
segmentation |
1 |
|
sensing glove |
1 |
|
sensor |
1 |
|
shape recognition |
1 |
|
sim-to-real |
1 |
|
simulation |
1 |
|
skeleton detection |
1 |
|
small vessel disease (svd) |
1 |
|
space technology |
1 |
|
spacetime con-straints |
1 |
|
sparse views |
1 |
|
spatial relationship |
1 |
|
spatial relationships |
1 |
|
sports application |
1 |
|
ssao |
1 |
|
static optimization |
1 |
|
stretch shortening |
1 |
|
style transfer |
1 |
|
supervised learning |
1 |
|
surface reconstruction |
1 |
|
symmetry ambiguity |
1 |
|
synthetic data |
1 |
|
tendon |
1 |
|
textile texture |
1 |
|
texture synthesis |
1 |
|
thin shell |
1 |
|
three-dimensional |
1 |
|
three-dimensional graphics and realism |
1 |
|
topology |
1 |
|
traditional arts |
1 |
|
training tools |
1 |
|
transformer |
1 |
|
uniform information density |
1 |
|
unsupervised detection |
1 |
|
unsupervised lesion segmentation |
1 |
|
usability assessment |
1 |
|
ve |
1 |
|
video games |
1 |
|
video visual quality |
1 |
|
view synthesis |
1 |
|
virtual environments |
1 |
|
virtual human |
1 |
|
virtual partner |
1 |
|
virtual reality |
1 |
|
virtual sports |
1 |
|
virtual sports training |
1 |
|
virtual teaching |
1 |
|
virtual training |
1 |
|
volume rendering |
1 |
|
vortex method |
1 |
|
vr |
1 |
|
web-based learning |
1 |
|
web-based training |
1 |
|
white matter hyperintensities |
1 |
|
white matter hyperintensities (wmh) |
1 |
|
wmh evolution |
1 |
|
•computing methodologies → animation |
1 |