Correction to 'Adding Support for High-Level Skeletal Animation'
نویسندگان
چکیده
. F.J. Seron and E. Cerezo are with the Advanced Computer Graphics Group (GIGA), Computer Science Department, Technical School of Engineering, University of Zaragoza, C/Maria de Luna, 1, E-50015 Zaragoza, Spain. E-mail: {seron, ecerezo}@posta.unizan.es. . R. Rodiguez is with Brainstorm Multimedia, Valencia, Spain. E-mail: [email protected]. . A. Pina is with the Mathematic and Computer Science Department, Public University of Navarra, Campus de Arrosadia s/n, E-31006 Pamplona, Spain. E-mail: [email protected].
منابع مشابه
Adding Support for High-Level Skeletal Animation
We hereby present a data structure specially geared toward the definition and management of synthetic actors in real-time computer graphics. The relation between our proposed data structure and the Silicon Graphics API Performer1 makes its implementation possible on a low-cost real-time platform thanks to current accelerating cards. We demonstrate how our data structure is used to generate moti...
متن کاملپویانمایی شخصیت کارتونی با انتقال حرکت مفصلی و مبتنی بر اسکلت موجودات دیگر
Abstract: Nowadays, the animators give life to the fancy characters by making natural movements to organs of cartoon characters. To achieve this goal, movements of living individuals can be applied into cartoon characters. In this paper, a skeletal correspondence finding based method is proposed to transfer movement of a 2D character into a new character, where these two shapes have the same st...
متن کاملHigh Level Control of Implicit Surfaces for Character Animation
Implicit surfaces, also known as blobby molecules [2], metaballs [14] or soft objects [22], are particularly suitable for modelling smoothly blended, “plasticine” objects. One of their most attractive features is their deformability. The shape of an object can be altered by simply moving the skeletal elements. A closed, smoothly blended surface is always guaranteed although the topology of an o...
متن کاملReal Time Skin Deformation with Bones Blending
Skeletal animation with vertex blending is a popular method to model believable 3D characters. Its main advantage is its speed that allows real-time deformation even on low-level hardware. However it has some drawbacks as well: for some movements it produces non-natural postures like twisting elbows. We present a new method called bones blending that can be used as an alternative to vertex blen...
متن کاملInteractive Virtual Humans in Real-Time Virtual Environments
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 IVHs. Because of the complexity of interaction, a high level of control is required over the face and body motions of the virtual humans. In order to achieve this, current approaches try to generate face and body motio...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید
ثبت ناماگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید
ورودعنوان ژورنال:
- IEEE Trans. Vis. Comput. Graph.
دوره 9 شماره
صفحات -
تاریخ انتشار 2003