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» Real Time Skin Deformation with Bones Blending
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WSCG
2003
130views more  WSCG 2003»
13 years 6 months ago
Real 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 ...
Ladislav Kavan, Jiri Zara
SI3D
2003
ACM
13 years 10 months ago
Direct manipulation of interactive character skins
Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex...
Alex Mohr, Luke Tokheim, Michael Gleicher
ISVC
2009
Springer
13 years 11 months ago
Real-Time Dynamic Wrinkles of Face for Animated Skinned Mesh
This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face animated by common skinning techniques. Our system is based on a small set of refe...
Ludovic Dutreve, Alexandre Meyer, Saïda Bouak...
SCA
2007
13 years 7 months ago
Kinodynamic skinning using volume-preserving deformations
We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformation...
Alexis Angelidis, Karan Singh
TOG
2008
123views more  TOG 2008»
13 years 4 months ago
Example-based dynamic skinning in real time
In this paper we present an approach to enrich skeleton-driven animations with physically-based secondary deformation in real time. To achieve this goal, we propose a novel, surfa...
Xiaohan Shi, Kun Zhou, Yiying Tong, Mathieu Desbru...