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ISVC
2005
Springer
15 years 4 months ago
Image-Based Deformation of Objects in Real Scenes
We present a new method for deforming an object in a static real scene, which interacts with animated synthetic characters. Unlike the existing method - making a new synthetic obje...
Han-Vit Chung, In-Kwon Lee
CW
2004
IEEE
15 years 2 months ago
Modeling of Bodies and Clothes for Virtual Environments
Although graphical human modeling has been a long sought subject in computer graphics, when it comes to dealing with real-time applications, it raises a number of unique requireme...
Nadia Magnenat-Thalmann, Frederic Cordier, Hyewon ...
TOG
2008
109views more  TOG 2008»
14 years 11 months ago
Geometric skinning with approximate dual quaternion blending
Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, ha...
Ladislav Kavan, Steven Collins, Jirí Z&aacu...
ECCV
2010
Springer
15 years 1 months ago
Bilinear Kernel Reduced Rank Regression for Facial Expression Synthesis
In the last few years, Facial Expression Synthesis (FES) has been a flourishing area of research driven by applications in character animation, computer games, and human computer ...
VRST
2010
ACM
14 years 9 months ago
Perceiving motion transitions in pedestrian crowds
Creating natural motion transitions between different motion clips is crucial for reusing and editing character animations. Perception of motion transitions in a pedestrian crowd ...
Qin Gu, Chang Yun, Zhigang Deng