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CORR
2007
Springer
202views Education» more  CORR 2007»
14 years 11 months ago
Designing a Virtual Manikin Animation Framework Aimed at Virtual Prototyping
: In the industry, numerous commercial packages provide tools to introduce, and analyse human behaviour in the product's environment (for maintenance, ergonomics...), thanks t...
Antoine Rennuit, Alain Micaelli, Claude Andriot, F...
CGVR
2006
15 years 1 months ago
Software and Methods for Motion Capture and Tracking in Animation
ended abstract details previous methods for motion tracking and capture in 3D animation and in particular that of hand motion tracking and capture. Our research aims to enable ges...
Joan V. Condell, George Moore, John Moore
TOG
2008
122views more  TOG 2008»
14 years 11 months ago
Musculotendon simulation for hand animation
We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the tradi...
Shinjiro Sueda, Andrew Kaufman, Dinesh K. Pai
ROBOCUP
1999
Springer
250views Robotics» more  ROBOCUP 1999»
15 years 3 months ago
Virtual RoboCup: Real-Time 3D Visualization of 2D Soccer Games
Virtual RoboCup is a real-time 3D visualization tool for 2D simulated soccer games as played in the RoboCup simulation league. Players are modeled as anthropmorphic gures and anima...
Bernhard Jung, Markus Oesker, Heiko Hecht
TOG
2008
156views more  TOG 2008»
14 years 11 months ago
Real-time motion retargeting to highly varied user-created morphologies
Character animation in video games--whether manually keyframed or motion captured--has traditionally relied on codifying skeletons early in a game's development, and creating...
Chris Hecker, Bernd Raabe, Ryan W. Enslow, John De...