This paper describes a versatile, robust, and parametric ball animation model that can be used in many types of interactive Virtual Reality (VR) environments. The generic model is ...
Hansrudi Noser, Christian Stern, Peter Stucki, Dan...
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...
We present an extended framework for modelling agent-object interactions in virtual environments. Our framework is based on the concept of Smart Objects and provides agents with p...
Christopher Peters, Simon Dobbyn, Brian MacNamee, ...
Retargeting and interpolation methods may introduce physical inaccuracies in virtual human animation. This paper presents a method for evaluating the dynamical correctness of reta...
In this paper, we propose an e cient technique for the animation of exible thin objects. Massspring model was employed to represent the exible objects. Many techniques have used t...