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CGF
2011
14 years 3 months ago
Global Structure Optimization of Quadrilateral Meshes
We introduce a fully automatic algorithm which optimizes the high-level structure of a given quadrilateral mesh to achieve a coarser quadrangular base complex. Such a topological ...
David Bommes, Timm Lempfer, Leif Kobbelt
CGF
2011
14 years 3 months ago
Procedural Modeling of Interconnected Structures
The complexity and detail of geometric scenes that are used in today’s computer animated films and interactive games have reached a level where the manual creation by tradition...
Lars Krecklau, Leif Kobbelt
EDUTAINMENT
2006
Springer
15 years 3 months ago
Haptic Puppetry for Interactive Games
In interactive computer games and computer animation, intuitively controlling the motion of an articulated character is considered as a difficult task. One of the reasons is that, ...
Sujeong Kim, Xinyu Zhang, Young J. Kim
TOG
2008
134views more  TOG 2008»
14 years 11 months ago
Fast viscoelastic behavior with thin features
We introduce a method for efficiently animating a wide range of deformable materials. We combine a high resolution surface mesh with a tetrahedral finite element simulator that ma...
Christopher Wojtan, Greg Turk
AFRIGRAPH
2006
ACM
15 years 5 months ago
A GPU based saliency map for high-fidelity selective rendering
The computation of high-fidelity images in real-time remains one of the key challenges for computer graphics. Recent work has shown that by understanding the human visual system,...
Peter Longhurst, Kurt Debattista, Alan Chalmers