Distance fields applied to character animation
dc.contributor.author | Rudomin, Isaac | en_US |
dc.contributor.author | Castillo, J. | en_US |
dc.date.accessioned | 2015-11-12T07:16:52Z | |
dc.date.available | 2015-11-12T07:16:52Z | |
dc.date.issued | 2002 | en_US |
dc.description.abstract | A 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.seriesinformation | Eurographics 2002 - Short Presentations | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egs.20021040 | en_US |
dc.publisher | Eurographics Association | en_US |
dc.title | Distance fields applied to character animation | en_US |
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