Controlled experiments with novice treemap users and real data highlight the strengths of treemaps and provide direction for improvement. Issues discussed include experimental res...
Skinning geometry effectively continues to be one of the more challenging and time consuming aspects of character setup. While anatomic and physically based approaches to skinning...
Abstract. Virtual humans are employed in many interactive applications, including (serious) games. Their motion should be natural and allow interaction with its surroundings and ot...
This paper presents a physics-based locomotion controller based on online planning. At each time-step, a planner optimizes locomotion over multiple phases of gait. Stance dynamics...
- We propose significant simplifications in muscle modeling and simulation to facilitate real-time anatomical skin deformation for full-body articulated characters. The muscle shap...