24-Issue 3
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Item Real-Time Shape Editing using Radial Basis Functions(The Eurographics Association and Blackwell Publishing, Inc, 2005) Botsch, Mario; Kobbelt, LeifItem An Efficient Information Hiding Algorithm for Polygon Models(The Eurographics Association and Blackwell Publishing, Inc, 2005) Wang, Chung-Ming; Cheng, Yu-MingItem Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hadwiger, Markus; Sigg, Christian; Scharsach, Henning; Buehler, Khatja; Gross, MarkusItem Realistic real-time rendering of landscapes using billboard clouds(The Eurographics Association and Blackwell Publishing, Inc, 2005) Behrendt, S.; Colditz, C.; Franzke, O.; Kopf, J.; Deussen, O.Item Lightness Perception in Tone Reproduction for High Dynamic Range Images(The Eurographics Association and Blackwell Publishing, Inc, 2005) Krawczyk, Grzegorz; Myszkowski, Karol; Seidel, Hans-PeterItem Re-coloring Images for Gamuts of Lower Dimension(The Eurographics Association and Blackwell Publishing, Inc, 2005) Rasche, Karl; Geist, Robert; Westall , JamesItem Harmonic Guidance for Surface Deformation(The Eurographics Association and Blackwell Publishing, Inc, 2005) Zayer, Rhaleb; Roessl, Christian; Karni, Zachi; Seidel, Hans-PeterItem Fast Final Gathering via Reverse Photon Mapping(The Eurographics Association and Blackwell Publishing, Inc, 2005) Havran, Vlastimil; Herzog, Robert; Seidel, Hans-PeterItem Kinematics, Dynamics, Biomechanics: Evolution of Autonomy in Game Animation(The Eurographics Association and Blackwell Publishing, Inc, 2005) Collins, SteveThe believeable portrayal of character performances is critical in engaging the immersed player in interactive entertainment. The story, the emotion and the relationship between the player and the world they are interacting within are hugely dependent on how appropriately the world s characters look, move and behave. We re concerned here with the character s motion; with next generation game consoles like Xbox360TM and Playstation the graphical representation of characters will take a major step forward which places even more emphasis on the motion of the character. The behavior of the character is driven by story and design which are adapted to game context by the game s AI system. The motion of the characters populating the game s world, however, is evolving to an interesting blend of kinematics, dynamics, biomechanics and AI drivenmotion planning.Our goal here is to present the technologies involved in creating what are essentially character automata, emotionless and largely brainless character shells that nevertheless exhibit enough "behavior" to move as directed while adapting to the environment through sensing and actuating responses. This abstracts the complexities of low level motion control, dynamics, collision detection etc. and allows the game s artificial intelligence system to direct these characters at a higher level.While much research has already been conducted in this area and some great results have been published, we will present the particular issues that face game developers working on current and next generation consoles, and how these technologies may be integrated into game production pipelines so to facilitate the creation of character performances in games. The challenges posed by the limited memory and CPU bandwidth (though this is changing somewhat with next generation) and the challenges of integrating these solutions with current game design approaches leads to some interesting problems, some of which the industry has solutions for and some others which still remain largely unsolved.Item Cubical Marching Squares: Adaptive Feature Preserving Surface Extraction from Volume Data(The Eurographics Association and Blackwell Publishing, Inc, 2005) Ho, Chien.-Chang; Wu, Fu-Che; Chen, Bing-Yu; Chuang, Yung-Yu; Ouhyoung, MingItem Temporally Coherent Irradiance Caching for High Quality Animation Rendering(The Eurographics Association and Blackwell Publishing, Inc, 2005) Smyk,, Miloslaw; Kinuwaki, Shin-ichi; Durikovic Roman; Myszkowski, KarolItem D-Charts: Quasi-Developable Mesh Segmentation(The Eurographics Association and Blackwell Publishing, Inc, 2005) Julius, Dan; Kraevoy, Vladislav; Sheffer, AllaItem Light Waving: Estimating Light Positions From Photographs Alone(The Eurographics Association and Blackwell Publishing, Inc, 2005) Winnemoeller, Holger; Mohan, Ankit; Tumblin, Jack; Gooch, BruceItem Exploiting the scanning sequence for automatic registration of large sets of range maps(The Eurographics Association and Blackwell Publishing, Inc, 2005) Pingi, Paolo; Fasano, Andrea; Cignoni, Paolo; Montani, Claudio; Scopigno, RobertoItem Automatic Generation of Structure Preserving Multiresolution Models(The Eurographics Association and Blackwell Publishing, Inc, 2005) Marinov, M.; Kobbelt, L.Item Morphology-independent representation of motions for interactive human-like animation(The Eurographics Association and Blackwell Publishing, Inc, 2005) Kulpa, R.; Multon, F.; Arnaldi, B.Item Perceptual Evaluation of Impostor Representations for Virtual Humans and Buildings(The Eurographics Association and Blackwell Publishing, Inc, 2005) Hamill, J.; McDonnell, R.; Dobbyn, S.; O Sullivan, C.Item Movie Making at Pixar: A Collaboration of Art and Technology(The Eurographics Association and Blackwell Publishing, Inc, 2005) Cook, RobThis talk takes you behind the scenes at Pixar Animation Studios for an in-depth look at how its 3d computer graphics films are made. Making a computer animated film involves people with artistic talent and people with technical skills working together in close collaboration. The process starts with the development of the story and continues with modeling the geometry, adding articulation controls, using those controls to animate the characters, simulating things like water and cloth and hair, defining the look of the surfaces, putting lights in the scene, adding special effects, rendering, and post-production. Special emphasis is given to the roles of technology and computer graphics research in supporting the filmmaker.Item Fractional Fourier Texture Masks: Guiding Near-Regular Texture Synthesis(The Eurographics Association and Blackwell Publishing, Inc, 2005) Nicoll, A.; Meseth, J.; Mueller, G.; Klein, R.Item Garment Motion Capture Using Color-Coded Patterns(The Eurographics Association and Blackwell Publishing, Inc, 2005) Scholz, Volker; Stich, Timo; Keckeisen, Michael; Wacker, Markus; Magnor, Marcus
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