We present a novel technique for generating animation of laughter for a character. Our approach utilizes an anatomically inspired, physics-based model of a human torso that includ...
Paul C. DiLorenzo, Victor B. Zordan, Benjamin L. S...
We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the tradi...
Character animation in video games--whether manually keyframed or motion captured--has traditionally relied on codifying skeletons early in a game's development, and creating...
Chris Hecker, Bernd Raabe, Ryan W. Enslow, John De...
: This paper proposes the framework of the scenario-based 3D image synthesizing system that allows common users who envision a scenario in their mind to realize it into the segment...
In this paper, we will present an overview of existing research in the vast area of IVH systems. We will also present our ongoing work on improving the expressive capabilities of I...
Abstract. The scope of the paper is animation facilities of computer algebra systems (CAS). Animation offers opportunities for visualization of complex mathematical concepts, provi...
A sampled object representation (SOR) defines a graphical model using data obtained from a sampling process, which takes a collection of samples at discrete positions in space in...
Min Chen, Carlos D. Correa, Shoukat Islam, Mark W....
We present a method for synthesizing animations of autonomous space, water, and land-based vehicles in games or other interactive simulations. Controlling the motion of such vehic...
Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [GM97] have been...
Simulation motion of Virtual Reality (VR) objects and humans has experienced1 important developments in the last decade. However, realistic virtual human animation gen-2 eration re...