Traditionally, levels of detail (LOD) for animated characters are computed from a single pose. Later techniques refined this approach by considering a set of sample poses and eval...
Pose control for physically simulated characters has typically been based on proportional-derivative (PD) controllers. In this paper, we introduce a novel, analytical solution to t...
We present techniques for automatically creating and animating models obtained from human whole body scanned data. A layered model is developed in which the underlying skeleton, s...
- We propose significant simplifications in muscle modeling and simulation to facilitate real-time anatomical skin deformation for full-body articulated characters. The muscle shap...
Dynamic simulation is a promising complement to kinematic motion synthesis, particularly in cases where simulated characters need to respond to unpredictable interactions. Moving ...
Brian F. Allen, Derek Chu, Ari Shapiro, Petros Fal...