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dc.contributor.authorDuriez, Christianen_US
dc.contributor.authorCourtecuisse, Hadrienen_US
dc.contributor.authorAlcalde, Juan-Pablo de la Plataen_US
dc.contributor.authorBensoussan, Pierre-Jeanen_US
dc.contributor.editorKaterina Mania and Eric Reinharden_US
dc.date.accessioned2015-07-13T09:53:18Z
dc.date.available2015-07-13T09:53:18Z
dc.date.issued2008en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20081025en_US
dc.description.abstractIn this paper, we propose a new approach to model interactions through a skinning method. Skinning is a frequently used technique to animate a mesh based on skeleton motion. In the case of a hand motion sequence used to manipulate and grasp virtual objects, it is essential to accurately represent the contact between the virtual objects and the animated hand. To improve the level of realism, our approach allows to accurately solve friction contact laws. In addition, contact constraints defined on the surface of the hand can be applied onto the skeleton to produce plausible motion. We illustrate our work through two examples: the real-time simulation of a grasping task and a character animation based on motion capture.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleContact Skinningen_US
dc.description.seriesinformationEurographics 2008 - Short Papersen_US
dc.description.sectionheadersMotion and Actionen_US
dc.identifier.doi10.2312/egs.20081025en_US
dc.identifier.pages75-78en_US


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