Active geometry for game characters

  • Authors:
  • Damien Rohmer;Stefanie Hahmann;Marie-Paule Cani

  • Affiliations:
  • Grenoble Universités, Laboratoire Jean Kuntzmann and INRIA;Grenoble Universités, Laboratoire Jean Kuntzmann;Grenoble Universités, Laboratoire Jean Kuntzmann and INRIA

  • Venue:
  • MIG'10 Proceedings of the Third international conference on Motion in games
  • Year:
  • 2010

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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 behaviors such as flesh andmuscles bulging with constant volume or fine wrinkling of animated garments. This paper advocates the use of active geometric models, applied on top of the current geometric layer, to mimic these behaviors without requiring any expensive computation. Ourmodels fit into the standard animation pipe-line and can be tuned in an intuitive way thanks to their geometric nature.