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dc.contributor.authorBitan, Mosheen_US
dc.contributor.authorJörg, Sophieen_US
dc.contributor.authorKraus, Sariten_US
dc.contributor.editorJan Benderen_US
dc.date.accessioned2016-07-10T12:55:37Z
dc.date.available2016-07-10T12:55:37Z
dc.date.issued2016
dc.identifier.isbn978-3-03868-020-8
dc.identifier.urihttp://dx.doi.org/10.2312/sca.20161244
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sca20161244
dc.description.abstractThe film and video-game industries' rapidly increasing demand for realistic virtual characters is pushing for the development of fast and efficient character animation techniques. The use of motion capture has become an industry standard. While motion capture systems allow the production of high fidelity full-body motions, in most cases, the complex finger movements are later animated manually. Several methods have been suggested to automatically synthesize finger motions.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleData-driven Finger Motion Synthesis with Interactionsen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/sca.20161244


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