Sciweavers

1483 search results - page 160 / 297
» Computer Animation
Sort
View
TOG
2008
109views more  TOG 2008»
14 years 10 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...
CGA
1998
14 years 9 months ago
Verbs and Adverbs: Multidimensional Motion Interpolation
This paper describes methods and data structures used to leverage motion sequences of complex linked figures. We present a technique for interpolating between example motions der...
Charles Rose, Michael F. Cohen, Bobby Bodenheimer
GROUP
2010
ACM
14 years 8 months ago
Why it works (when it works): success factors in online creative collaboration
Online creative collaboration (peer production) has enabled the creation of Wikipedia and open source software (OSS), and is rapidly expanding to encompass new domains, such as vi...
Kurt Luther, Kelly E. Caine, Kevin Ziegler, Amy Br...
CHI
2011
ACM
14 years 1 months ago
Placing a value on aesthetics in online casual games
Game designers frequently invest in aesthetic improvements such as music, sound effects, and animations. However, their exact value for attracting and retaining players remains un...
Erik Andersen, Yun-En Liu, Rich Snider, Roy Szeto,...
AAAI
2012
13 years 13 days ago
Relative Attributes for Enhanced Human-Machine Communication
We propose to model relative attributes1 that capture the relationships between images and objects in terms of human-nameable visual properties. For example, the models can captur...
Devi Parikh, Adriana Kovashka, Amar Parkash, Krist...