Signed distance from point to plane
Graphics Gems III
Interactive computer animation
A Rule-Based Interactive Behavioral Animation System for Humanoids
IEEE Transactions on Visualization and Computer Graphics
The Animation of Autonomous Actors Based on Production Rules
CA '96 Proceedings of the Computer Animation
Sensor Based Synthetic Actors in a Tennis Game Simulation
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Presence: Teleoperators and Virtual Environments
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This paper describes a versatile, robust, and parametric ball animation model that can be used in many types of interactive Virtual Reality (VR) environments. The generic model is particularly useful for animation of ball-like objects such as tennis balls and footballs in networked collaborative environments where low frame rates, network delays and information losses complicate collision detection of fast moving objects. The ball animation model includes a multi-level physical modeling as well as collision detection and treatment. Finally, the parameterization of typical applications is discussed.