Cloth simulation is a highly intensive processor task. Higher details are often traded or sacrificed for speed in order to maintain the simulation at reasonable rates. This articl...
The paper deals with the problem of remeshing and fairing of undersampled areas (called ”holes”) in triangular meshes. In this work, we are particularly interested in meshes co...
Skeleton-based skinning is widely used for realistic animation of complex characters defining mesh movement as a function of the underlying skeleton. In this paper, we propose a ne...
We present an efficient compression scheme for animated sequences of triangular meshes of the same connectivity. The proposed algorithm exploits the temporal coherence of the geo...
To edit or create the animation of a 3D character model has always been an important but time-consuming task, since the animator usually needs to set up the character’s skeleton,...