| 2016 | 3D hair model from small set of images. Nuttapon Vanakittistien, Attawith Sudsang, Nuttapong Chentanez |
| 2016 | A comparative study of navigation meshes. Wouter van Toll, Roy Triesscheijn, Marcelo Kallmann, Ramon Oliva, Nuria Pelechano, Julien Pettré, Roland Geraerts |
| 2016 | A data-driven method for variation in animated smiles: extended abstract. Nick Sohre, Stephen J. Guy |
| 2016 | A pilot study of comparison gesture analysis in motion driven video games. Fabrizio Valerio Covone, Brian Vaughan, Charlie Cullen |
| 2016 | A robust method to extract the rotational part of deformations. Matthias Müller, Jan Bender, Nuttapong Chentanez, Miles Macklin |
| 2016 | An event-centric approach to authoring stories in crowds. Mubbasir Kapadia, Alexander Shoulson, Cyril Steimer, Samuel Oberholzer, Robert W. Sumner, Markus H. Gross |
| 2016 | An interactive human morphing system with self-occlusion enhancement. Zhiguang Liu, Howard Leung, Hubert P. H. Shum |
| 2016 | Anatomical mirroring: real-time user-specific anatomy in motion using a commodity depth camera. Armelle Bauer, Ali-Hamadi Dicko, François Faure, Olivier Palombi, Jocelyne Troccaz |
| 2016 | Ballistic motion planning for jumping superheroes. Mylène Campana, Pierre Fernbach, Steve Tonneau, Michel Taïx, Jean-Paul Laumond |
| 2016 | Behavioural facial animation using motion graphs and mind maps. José Serra, Verónica Orvalho, Darren Cosker |
| 2016 | Confluence: visualizing social physics for interactive narrative. Qi Dong, Roberto Arias-Yacupoma, Louis Katchen, Mubbasir Kapadia |
| 2016 | Crowd appearance affects player performance in game combat scenarios. Emma Carrigan, Elena Kokkinara, Florian Gheorghe, Maxime Houlier, Stéphane Donikian, Rachel McDonnell |
| 2016 | Curvature and speed for balance quantification during exergaming. Venustiano Soancatl, Jasper J. van de Gronde, Natasha M. Maurits, Claudine J. C. Lamoth, Jos B. T. M. Roerdink |
| 2016 | Full-body behavioral path planning in cluttered environments. Alain Juarez-Perez, Marcelo Kallmann |
| 2016 | Gestural motion editing using mobile devices. Noah Lockwood, Karan Singh |
| 2016 | Human action recognition via skeletal and depth based feature fusion. Meng Li, Howard Leung, Hubert P. H. Shum |
| 2016 | Identifying virtual episodes based on character animation traces. Kuan Wang, Norman I. Badler |
| 2016 | Improving blendshape performance for crowds with GPU and GPGPU techniques. Timothy Costigan, Anton Gerdelan, Emma Carrigan, Rachel McDonnell |
| 2016 | Introducing postural variability improves the distribution of muscular loads during mid-air gestural interaction. Fabrizio Nunnari, Myroslav Bachynskyi, Alexis Héloir |
| 2016 | KINDLING: a game platform for crowd-sourcing fire evacuation data. Leonard Wohl, Roland Gorzkowski, Nicole Fox, Mubbasir Kapadia |
| 2016 | MOF: creating an educational game on nanotechnology through simulation-driven optimization. Tiannan Chen, Xiangyun Lei, Hakan Demir, Christopher J. Cramer, Laura Gagliardi, Stephen J. Guy |
| 2016 | Perceiving attitudes expressed through nonverbal behaviors in immersive virtual environments. Brian Ravenet, Elisabetta Bevacqua, Angelo Cafaro, Magalie Ochs, Catherine Pelachaud |
| 2016 | Proceedings of the 9th International Conference on Motion in Games, MIG 2016, Burlingame, California, USA, October 10-12, 2016 Michael Neff, Roland Geraerts, Hubert P. H. Shum |
| 2016 | Projective fluids. Marcel Weiler, Dan Koschier, Jan Bender |
| 2016 | Robust online motion capture labeling of finger markers. Simon Alexanderson, Carol O'Sullivan, Jonas Beskow |
| 2016 | Scaled functional principal component analysis for human motion synthesis. Han Du, Somayeh Hosseini, Martin Manns, Erik Herrmann, Klaus Fischer |
| 2016 | Separating a walkable environment into layers. Arne Hillebrand, Marjan van den Akker, Roland Geraerts, Han Hoogeveen |
| 2016 | Simulating visual geometry. Matthias Müller, Nuttapong Chentanez, Miles Macklin |
| 2016 | SkillVis: a visualization tool for boxing skill assessment. Hubert P. H. Shum, He Wang, Edmond S. L. Ho, Taku Komura |
| 2016 | Space-time sculpting of liquid animation. Pierre-Luc Manteaux, Ulysse Vimont, Chris Wojtan, Damien Rohmer, Marie-Paule Cani |
| 2016 | Study comparing video-based characters and 3D-based characters on mobile devices for chat. Sin-Hwa Kang, Andrew W. Feng, Mike Seymour, Ari Shapiro |
| 2016 | The effect of operating a virtual doppleganger in a 3D simulation. Gale M. Lucas, Evan Szablowski, Jonathan Gratch, Andrew W. Feng, Tiffany Huang, Jill Boberg, Ari Shapiro |
| 2016 | XPBD: position-based simulation of compliant constrained dynamics. Miles Macklin, Matthias Müller, Nuttapong Chentanez |