Anatomy-Inspired Weight for Real-time Character Animation
dc.contributor.author | Kim, YoungBeom | en_US |
dc.contributor.author | Park, Byung-Ha | en_US |
dc.contributor.author | Jung, Kwang-Mo | en_US |
dc.contributor.author | Han, JungHyun | en_US |
dc.contributor.editor | Tom Coffin and Gabriel Zachmann and Akihiko Shirai and Regis Kopper and Pedro Morillo | en_US |
dc.date.accessioned | 2016-12-07T07:45:04Z | |
dc.date.available | 2016-12-07T07:45:04Z | |
dc.date.issued | 2016 | |
dc.description.abstract | In 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.description.sectionheaders | Posters | |
dc.description.seriesinformation | ICAT-EGVE 2016 - Posters and Demos | |
dc.identifier.doi | 10.2312/egve.20161449 | |
dc.identifier.isbn | 978-3-03868-027-7 | |
dc.identifier.pages | 11-12 | |
dc.identifier.uri | https://doi.org/10.2312/egve.20161449 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egve20161449 | |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | |
dc.subject | Three Dimensional Graphics and Realism | |
dc.subject | Animation | |
dc.title | Anatomy-Inspired Weight for Real-time Character Animation | en_US |
Files
Original bundle
1 - 1 of 1