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SI3D
2003
ACM
15 years 9 months ago
Snap-together motion: assembling run-time animations
Many virtual environments and games must be populated with synthetic characters to create the desired experience. These characters must move with sufficient realism, so as not to...
Michael Gleicher, Hyun Joon Shin, Lucas Kovar, And...
123
Voted
SI3D
2003
ACM
15 years 9 months ago
An evaluation of methods for linking 3D views
It is common for 3D visualization systems to provide multiple points of view to a user, but there have been many solutions to the problem of linking these views so that users can ...
Matthew Plumlee, Colin Ware
120
Voted
SIGGRAPH
2003
ACM
15 years 9 months ago
Learning controls for blend shape based realistic facial animation
Blend shape animation is the method of choice for keyframe facial animation: a set of blend shapes (key facial expressions) are used to define a linear space of facial expression...
Pushkar Joshi, Wen C. Tien, Mathieu Desbrun, Frede...
113
Voted
DIGRA
2003
Springer
15 years 9 months ago
The appeal of cute monkeys
If we agree with Sega and Nintendo advertising and look at the selling numbers of the game Super Monkey Ball, it seems that its characters, MeeMee, GonGon, Baby and AiAi would hav...
Susana Pajares Tosca
ECOOPW
2003
Springer
15 years 9 months ago
Advancing the State of the Art in Run-Time Inspection
levels of abstraction. Lacking well-established technologies and models for representing and accessing program dynamics, tools must use ad-hoc mechanisms. This limits reuse and int...
Robert E. Filman, Katharina Mehner, Michael Haupt
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