We present a general joint component framework model that is capable of exhibiting complex behavior of joints in articulated figures. The joints are capable of handling non-ortho...
Numerous real-time applications such computer games or flight simulators require non-repetitive high-resolution texturing on large landscapes. We propose an algorithm which proce...
We present algorithms that enable virtual objects to interact with and respond to virtual representations, avatars, of real objects. These techniques allow dynamic real objects, s...
Benjamin Lok, Samir Naik, Mary C. Whitton, Frederi...
Many virtual environments and games must be populated with synthetic characters to create the desired experience. These characters must move with sufficient realism, so as not to...
Michael Gleicher, Hyun Joon Shin, Lucas Kovar, And...
Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex...