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We present a method to create personalized anatomical models ready for physics-based animation, using only a set of 3D surface scans. We start by building a template anatomical model of an average male which supports deformations due to both 1) subject-spe ...
Recent technological improvement in character animation has increased the number of characters that can appear in a virtual scene. Besides, skeletal and mesh structures are expected to be more complex in the future. Therefore, simulating massive characters ...
Creating digital representations of humans is of utmost importance for applications ranging from entertainment (video games, movies) to human-computer interaction and even psychiatrical treatments. What makes building credible digital doubles difficult is ...
The recent advance of computer technology pushed the computing power of the modern computer systems to unprecedented levels; modern processors moved from the conventional, scalar type of architecture to more sophisticated, parallel ones, combining fast pro ...
Discusses the use of physics-based models for animating clothes on synthetic actors in motion. In this approach, cloth pieces are first designed with polygonal panels in two dimensions, and are then seamed and attached to the actor's body in three dimensio ...
An efficient method is proposed for hair animation. The movement of hairs is modeled by simplified physical simulations. In particular the method can treat successfully collisions between hair and a human body or other objects, which provides realistic hai ...
Collision detection tests between objects dominate run time simulation of rigid body animation. Traditionally hierarchical bounding box tests are used to minimize collision detection time. But the bounding boxes do not take shapes of the objects into accou ...
Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as dynamics, collision resolution, or ...