Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex...
An interactive system is described for creating and animating deformable 3D characters. By using a hybrid layered model of kinematic and physics-based components together with an ...
We present a brief overview of an algorithm for interactively animating object grasping and manipulation tasks for human figures. The technique is designed to efficiently genera...
We present a data-driven algorithm for interactive 3D human character posing. We formulate the problem in a maximum a posteriori (MAP) framework by combining the user’s inputs w...
We present the MotionBeam metaphor for character interaction with handheld projectors. Our work draws from the tradition of pre-cinema handheld projectors that use direct physical...
Karl D. D. Willis, Ivan Poupyrev, Takaaki Shirator...