In this paper we introduce a framework for instrumenting (“rigging”) characters that are modeled as dynamic elastic bodies, so that their shapes can be controlled by an animat...
Steve Capell, Matthew Burkhart, Brian Curless, Tom...
In late 2006, Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer. Since then, a large variety of novel applications for these controll...
Building credible Non-Playing Characters (NPCs) in games requires not only to enhance the graphic animation but also the behavioral model. This paper tackles the problem of the dy...
Skinning geometry effectively continues to be one of the more challenging and time consuming aspects of character setup. While anatomic and physically based approaches to skinning...
Facial animation has been combined with text-to-speech synthesis to create innovative multimodal interfaces. In this paper, we present an architecture for this multimodal interfac...