Active Geometry for Game Characters
Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani
Motion in Games, November 2010, pp. 170--181.
Abstract: Animating the geometry of a real-time character is typically done using fast methods such as smooth skinning or coarse physically-based animation. These methods are not able to capture realistic behaviors such as flesh and muscles bulging with constant volume or fine wrinkling of animated garments. This paper advocates the use of active geometric models, applied on top of the current geometric layer, to mimic these behaviors without requiring any expensive computation. Our models fit into the standard animation pipe-line and can be tuned in an intuitive way thanks to their geometric nature.
@incollection{Rohmer:2010:AGF,
author = {Damien Rohmer and Stefanie Hahmann and Marie-Paule Cani},
title = {Active Geometry for Game Characters},
booktitle = {Motion in Games},
pages = {170--181},
month = nov,
year = {2010},
}
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