Damien Rohmer Publications/Reports/Presentations
Active Geometry for Game Characters
Reference
Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani.Active Geometry for Game Characters,
Springer, Lecture Notes in Computer Science (LNCS).
Proceedings of Motion in Games (MIG). Invited Talk.
December, 2010. Zeist, Netherlands.
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 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.
keywords:
Geometry, Procedural model, Constant volume, Wrinkles.
Article
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Pictures
Copyright
The original publication is available at: http://www.springerlink.com/ |