Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Polygonization of implicit surfaces
Computer Aided Geometric Design
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Kizamu: a system for sculpting digital characters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Constrained Elastic Surface Nets: Generating Smooth Surfaces from Binary Segmented Data
MICCAI '98 Proceedings of the First International Conference on Medical Image Computing and Computer-Assisted Intervention
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
TransforMesh: a topology-adaptive mesh-based approach to surface evolution
ACCV'07 Proceedings of the 8th Asian conference on Computer vision - Volume Part II
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This paper presents an automatic method for enabling the interoperability of 3D models within different types of games. Character customization is an increasingly popular ability in modern video games. For example, games built for the Nintendo Wii™ may take advantage of the built-in avatar customization (e.g. Mii avatars) yet few games to date have actually utilized this ability. Game designers are hesitant to allow players total creative freedom when customizing their avatars for fear of invalidating the intended aesthetic gameplay experience. In this paper, we present a step forward in character customization allowing the player creative freedom while not sacrificing the intended aesthetics. This paper focuses on developing an automatic method to blend multiple animated 3D meshes.