Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automated Acquisition of Lifelike 3D Human Models from Multiple Posture Data
CAIP '01 Proceedings of the 9th International Conference on Computer Analysis of Images and Patterns
Introducing 3D modeling and animation into the course curriculum
Journal of Computing Sciences in Colleges
Resolution of the inverse kinematic of an articulated structure using the Jacobian pseudo-inverse
Graphics programming methods
Geometric modeling
Implementation experience with collision avoidance in signing avatars
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Procedural skeletons: kinematic extensions to CGA-shape grammars
Proceedings of the 26th Spring Conference on Computer Graphics
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From the Publisher:Before any CG artist can become a great animator, he or she needs to have a strong understanding of the fundamentals of the art behind the animation. [digital] Character Animation 2 Volume I: Essential Techniques provides the foundation needed to create professional-quality, computer-generated characters in 2D and 3D. This classic book covers conventional techniques, such as walk cycles and lip synch, and shows you how to apply these techniques to your CG characters. This non-software-specific book provides examples that can be done in various programs, along with a discussion of tools and techniques common to all major animation programs.