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TOG
2008
122views more  TOG 2008»
13 years 9 months ago
Musculotendon simulation for hand animation
We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the tradi...
Shinjiro Sueda, Andrew Kaufman, Dinesh K. Pai
ATAL
2008
Springer
13 years 11 months ago
SmartBody: behavior realization for embodied conversational agents
Researchers demand much from their embodied conversational agents (ECAs), requiring them to be both life-like, as well as responsive to events in an interactive setting. We find t...
Marcus Thiébaux, Stacy Marsella, Andrew N. ...
ICCSA
2005
Springer
14 years 2 months ago
Realistic Skeleton Driven Skin Deformation
Abstract. Skeleton driven animation is a popular method for the animation of deformable human and creature characters. The main advantage is its computational performance. However ...
X. S. Yang, Jian J. Zhang
WSCG
2001
108views more  WSCG 2001»
13 years 10 months ago
Co-Operative and Concurrent Blending Motion Generators
In this paper we will be describing a new animation architecture and its implementation in our system LIVE. This model introduces a new blending layer approach which uses several ...
Vincent Bonnafous, Eric Menou, Jean-Pierre Jessel,...
ROBOCUP
1998
Springer
101views Robotics» more  ROBOCUP 1998»
14 years 1 months ago
Character Design for Soccer Commentary
Abstract. In this paper we present early work on an animated talking head commentary system called Byrne. The goal of this project is to develop a system which can take the output ...
Kim Binsted, Sean Luke