Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Advanced animation and rendering techniques
Advanced animation and rendering techniques
Computer facial animation
Anatomy-based modeling of the human musculature
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A seamless shape for HANIM compliant bodies
Proceedings of the fourth symposium on Virtual reality modeling language
Fast Realistic Human Body Deformations for Animation and VR Applications
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
Global and local deformations of solid primitives
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
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The basic ideas for realistic and real-time animation of 3D character are described through three steps. First, we just choose two deformations among all kinds of deformations that happen in the human body, because these deformations are globally noticed and can be performed in real-time. Second, we decide what body parts of a character are deformed from the anthropometrics data. Last, we propose simple and fast implementations for two deformations. Using proposed ideas, the authoring tool that make a deformable character from a rigid polygon model and test deformation of it, is introduced. And the animation player to animate a deformable character generated from the authoring tool is also introduced.