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TOG
2008
130views more  TOG 2008»
14 years 12 months ago
Quadrilateral mesh simplification
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...
Joel Daniels II, Cláudio T. Silva, Jason Sh...
TOG
2002
116views more  TOG 2002»
14 years 11 months ago
Linear combination of transformations
Geometric transformations are most commonly represented as square matrices in computer graphics. Following simple geometric arguments we derive a natural and geometrically meaning...
Marc Alexa
TOG
2002
208views more  TOG 2002»
14 years 11 months ago
Articulated body deformation from range scan data
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...
Brett Allen, Brian Curless, Zoran Popovic
TOG
2002
162views more  TOG 2002»
14 years 11 months ago
Interactive skeleton-driven dynamic deformations
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...
TOG
2002
133views more  TOG 2002»
14 years 11 months ago
Interactive motion generation from examples
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...
Okan Arikan, David A. Forsyth