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ISVC
2005
Springer
15 years 3 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 1 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 9 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 11 hour 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 7 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