CG International '90 Proceedings of the eighth international conference of the Computer Graphics Society on CG International '90: computer graphics around the world
An implicit formulation for precise contact modeling between flexible solids
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Animating soft substances with implicit surfaces
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Interpolating Subdivision for meshes with arbitrary topology
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Subdivision surfaces in character animation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Introduction to Implicit Surfaces
Introduction to Implicit Surfaces
Real-Time Animation of Realistic Virtual Humans
IEEE Computer Graphics and Applications
The SPHERIGON: A Simple Polygon Patch for Smoothing Quickly Your Polygonal Meshes
CA '98 Proceedings of the Computer Animation
Fast Realistic Human Body Deformations for Animation and VR Applications
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
Modeling Murex Cabritii Sea Shell with a Structured Implicit Surface
CGI '00 Proceedings of the International Conference on Computer Graphics
MuscleBuilder: a modeling tool for human anatomy
Journal of Computer Science and Technology - Special issue on computer graphics and computer-aided design
Color 3D digital human modeling and its applications to animation and anthropometry
ICDHM'07 Proceedings of the 1st international conference on Digital human modeling
Visualization and multivariate clustering of scattered moment tensors
Information Visualization - Special issue on Visualization and Data Analysis 2011
Implicit skinning: real-time skin deformation with contact modeling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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This paper presents a technique for mixing implicit surfaces and mesh models in character modeling and animation. Implicit surfaces provide an organic aspect to standard triangle meshes and are used to add specific features. We propose a method for generating a smooth mesh from both a coarse triangle mesh and implicit primitives. The final model may be animated and displayed in real time.