Distance fields applied to character animation

dc.contributor.authorRudomin, Isaacen_US
dc.contributor.authorCastillo, J.en_US
dc.date.accessioned2015-11-12T07:16:52Z
dc.date.available2015-11-12T07:16:52Z
dc.date.issued2002en_US
dc.description.abstractA general hybrid geometric-physical method that is useful for animating characters with skin, clothing and a MPEG-4 compatible face is presented. This method uses an approximation to the underlying musculo-skeletal structure of the body and face to generate a distance field, used for collision detection purposes, and skin/clothing consisting of a particle-spring mesh. The results obtained deliver animation with plausible dynamics for fairly detailed models at around 60fps on a PIII computer with Nvidia Gforce2 graphics. The main contribution is to show that similar algorithms can be used for skin, clothing and facial animation, at interactive rates.en_US
dc.description.seriesinformationEurographics 2002 - Short Presentationsen_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttps://doi.org/10.2312/egs.20021040en_US
dc.publisherEurographics Associationen_US
dc.titleDistance fields applied to character animationen_US
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