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Active Geometry for Game Characters

MIG

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.

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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.


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The original publication is available at: http://www.springerlink.com/