We introduce a simplification algorithm for meshes composed of quadrilateral elements. It is reminiscent of edge-collapse based methods for triangle meshes, but takes a novel appr...
Geometric transformations are most commonly represented as square matrices in computer graphics. Following simple geometric arguments we derive a natural and geometrically meaning...
This paper presents an example-based method for calculating skeleton-driven body deformations. Our example data consists of range scans of a human body in a variety of poses. Usin...
This paper presents a framework for the skeleton-driven animation of elastically deformable characters. A character is embedded in a coarse volumetric control lattice, which provi...
Steve Capell, Seth Green, Brian Curless, Tom Ducha...
There are many applications that demand large quantities of natural looking motion. It is difficult to synthesize motion that looks natural, particularly when it is people who mus...