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» Simulating Humans: Computer Graphics, Animation, and Control
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CGF
2008
93views more  CGF 2008»
14 years 10 months ago
Local Volume Preservation for Skinned Characters
Generating plausible deformations of a character skin within the standard production pipeline is a challenge. This paper presents a volume preservation method dedicated to skinned...
Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani
PG
2002
IEEE
15 years 2 months ago
Roadmap-Based Flocking for Complex Environments
Flocking behavior is very common in nature, and there have been ongoing research efforts to simulate such behavior in computer animations and robotics applications. Generally, suc...
O. Burçhan Bayazit, Jyh-Ming Lien, Nancy M....
ACMACE
2006
ACM
15 years 3 months ago
A stylized cartoon hair renderer
This paper describes a new hair rendering technique for Anime characters. The overall goal is to improve current cel shaders by introducing a new hair model and hair shader. The h...
Jung Shin, Michael Haller, R. Mukundan
CGIM
2003
14 years 11 months ago
Real-time Facial Expressions in the Auslan Tuition System
Facial expressions are an integral part of Australian Sign Language (Auslan). This paper presents the implementation and integration of facial expression into the Auslan Tuition S...
J. C. Wong, Eun-Jung Holden, Nick Lowe, Robyn A. O...
SIGGRAPH
2010
ACM
15 years 1 months ago
Volume contact constraints at arbitrary resolution
We introduce a new method for simulating frictional contact between volumetric objects using interpenetration volume constraints. When applied to complex geometries, our formulati...
Jérémie Allard, François Faure, Hadrien Courtec...