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» Subdivision Surfaces in Character Animation
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SIGGRAPH
2010
ACM
14 years 1 months ago
Physics-inspired topology changes for thin fluid features
We propose a mesh-based surface tracking method for fluid animation that both preserves fine surface details and robustly adjusts the topology of the surface in the presence of ...
Chris Wojtan, Nils Thürey, Markus Gross, Greg Tur...
SIGGRAPH
2010
ACM
14 years 1 months ago
Spatial relationship preserving character motion adaptation
This paper presents a new method for editing and retargeting motions that involve close interactions between body parts of single or multiple articulated characters, such as danci...
Edmond S. L. Ho, Taku Komura, Chiew-Lan Tai
CVGIP
2007
108views more  CVGIP 2007»
13 years 8 months ago
Physically based rigging for deformable characters
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...
CGI
2001
IEEE
14 years 5 days ago
Dynamic Refinement of Deformable Triangle Meshes for Rendering
We present a method to adaptively refine an irregular triangle mesh as it deforms in real-time. The method increases surface smoothness in regions of high deformation by splitting...
Kolja Kähler, Jörg Haber, Hans-Peter Sei...
TOG
2008
97views more  TOG 2008»
13 years 8 months ago
Reusable skinning templates using cage-based deformations
Character skinning determines how the shape of the surface geometry changes as a function of the pose of the underlying skeleton. In this paper we describe skinning templates, whi...
Tao Ju, Qian-Yi Zhou, Michiel van de Panne, Daniel...