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dc.contributor.authorSumner, Robert W.en_US
dc.contributor.authorOâ Brien, James F.en_US
dc.contributor.authorHodgins, Jessica K.en_US
dc.date.accessioned2015-02-16T06:24:14Z
dc.date.available2015-02-16T06:24:14Z
dc.date.issued1999en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00299en_US
dc.description.abstractComputer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most runners leave no footprints. In this paper, we describe a simulation model of ground surfaces that can be deformed by the impact of rigid body models of animated characters. To demonstrate the algorithms, we show footprints made by a runner in sand, mud, and snow as well as bicycle tire tracks, a bicycle crash, and a falling runner. The shapes of the footprints in the three surfaces are quite different, but the effects were controlled through only five essentially independent parameters. To assess the realism of the resulting motion, we compare the simulated footprints to human footprints in sand.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleAnimating Sand, Mud, and Snowen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume18en_US
dc.description.number1en_US
dc.identifier.doi10.1111/1467-8659.00299en_US
dc.identifier.pages17-26en_US


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