Sciweavers

300 search results - page 2 / 60
» Highly stylised animation
Sort
View
AFRIGRAPH
2003
ACM
14 years 2 months ago
Rendering optimisations for stylised sketching
We present work that specifically pertains to the rendering stage of stylised, non-photorealistic sketching. While a substantial body of work has been published on geometric optim...
Holger Winnemöller, Shaun Bangay
LISP
2002
81views more  LISP 2002»
13 years 10 months ago
Linear Continuation-Passing
Abstract. Continuations can be used to explain a wide variety of control behaviours, including calling/returning (procedures), raising/handling (exceptions), labelled jumping (goto...
Josh Berdine, Peter W. O'Hearn, Uday S. Reddy, Hay...
DIGRA
2003
Springer
14 years 4 months ago
The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives
The Diverse Worlds Project analysed 130 computer and video games (CVGs) to understand their textual landscape. Titles were sampled from the five gaming platforms dominant in 2002....
Jeffrey E. Brand, Scott Knight, Jakub Majewski
TOG
2008
156views more  TOG 2008»
13 years 10 months ago
Real-time motion retargeting to highly varied user-created morphologies
Character animation in video games--whether manually keyframed or motion captured--has traditionally relied on codifying skeletons early in a game's development, and creating...
Chris Hecker, Bernd Raabe, Ryan W. Enslow, John De...
GRAPP
2011
12 years 10 months ago
Animation of Air Bubbles with SPH
We present a physically-based multiphase model for simulating water and air bubbles with Smoothed Particle Hydrodynamics (SPH). Since the high density ratio of air and water is pr...
Markus Ihmsen, Julian Bader, Gizem Akinci, Matthia...