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» Interactive control for physically-based animation
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TOG
2008
154views more  TOG 2008»
13 years 7 months ago
Accelerometer-based user interfaces for the control of a physically simulated character
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...
Takaaki Shiratori, Jessica K. Hodgins
GAMEON
2000
13 years 9 months ago
Artificial Life Techniques for Generating Controllers for Physically Modelled Characters
The realistic physical modelling of characters in games and virtual worlds is becoming a viable alternative to more traditional animation techniques. Physical modelling can enhanc...
Tim Taylor
CA
2000
IEEE
14 years 6 days ago
A Thin Shell Volume for Modeling Human Hair
Hair-to-hair interaction is often ignored in human hair modeling, due to its computational and algorithmic complexity. In this paper, we present our experimental approach to simul...
Tae-Yong Kim 0002, Ulrich Neumann
AVI
2000
13 years 9 months ago
A Web-Based Approach to Interactive Visualization in Context
This paper proposes a framework for easily integrating and controlling information visualization (infoVis) components within web pages to create powerful interactive "live&qu...
Audris Mockus, Stacie Hibino, Todd L. Graves
FGR
1996
IEEE
159views Biometrics» more  FGR 1996»
13 years 12 months ago
Visual Interaction With Lifelike Characters
This paper explores the use of fast, simple computer vision techniques to add compelling visual capabilities to social user interfaces. Social interfaces involve the user in natur...
Matthew Turk