Active Geometry for Game Characters
Résumé
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 be- haviors such as flesh and muscles bulging with constant volume or fine wrinkling of animated garments. This paper advocates the use of ac- tive 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.
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RHC_MIG10.pdf (1.05 Mo)
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pic_1.png (716.35 Ko)
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pic_2.png (182.28 Ko)
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Format : Figure, Image
Format : Figure, Image
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