Recently, it has become increasingly popular to represent animations not by means of a classical skeleton-based model, but in the form of deforming mesh sequences. The reason for ...
Edilson de Aguiar, Christian Theobalt, Sebastian T...
We propose a method to automatically transform mesh animations into animation collages, i.e. moving assemblies of shape primitives from a database given by an artist. An animation...
When players in online games engage in conversation with each other, often through a chat window, their graphical avatars typically do not exhibit interesting behavior. This paper ...
While animation using barycentric coordinates or other automatic weight assignment methods has become a popular method for shape deformation, the global nature of the weights limi...
Three-dimensional animation sequences are often represented by a discrete set of compatible triangle meshes. In order to create the illusion of a smooth motion, a sequence usually...
Tim Winkler, Jens Drieseberg, Kai Hormann, Alexand...