In this paper, we present an integrated system for skin deformation that is able to handle deformations due to both the skeleton animation and collisions. This method is based on ...
There are limitations to the current BRep based “model then animate” paradigm when animating time-dependent (dynamic) objects. This paper describes an approach to modeling dyn...
We present a very general geometrical correction method for enforcing collisions and other geometrical constraints between polygonal mesh surfaces. It is based on a global resolut...
We propose the use of high-degree resampling filters for improved temporal antialiasing, or as the result is often called, motion blur. Without temporal antialiasing, strange eff...
In traditional animation, keyframes are modeled and standard graphics pipeline is used to animate the scene. In this paper we consider volume animation where the 30 world and its ...
V. Chandru, N. Mahesh, M. Manivannan, Swami Manoha...