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dc.contributor.authorKim, YoungBeomen_US
dc.contributor.authorPark, Byung-Haen_US
dc.contributor.authorJung, Kwang-Moen_US
dc.contributor.authorHan, JungHyunen_US
dc.contributor.editorTom Coffin and Gabriel Zachmann and Akihiko Shirai and Regis Kopper and Pedro Morilloen_US
dc.date.accessioned2016-12-07T07:45:04Z
dc.date.available2016-12-07T07:45:04Z
dc.date.issued2016
dc.identifier.isbn978-3-03868-027-7
dc.identifier.urihttp://dx.doi.org/10.2312/egve.20161449
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20161449
dc.description.abstractIn this paper, the use of anatomy-inspired weight (AIW) is proposed to automatically compute the skinning weights for realtime character animation. AIW is modeled as a function of the anatomical distance to consider anatomical structures, such as bones and muscles. The experimental results demonstrate that AIW's facilitate the natural animation of characters, which is an important part of VR/AR/MR contents.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectAnimation
dc.titleAnatomy-Inspired Weight for Real-time Character Animationen_US
dc.description.seriesinformationICAT-EGVE 2016 - Posters and Demos
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egve.20161449
dc.identifier.pages11-12


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