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dc.contributor.authorPreston, M.en_US
dc.contributor.authorHewitt, W. T.en_US
dc.date.accessioned2014-10-21T07:32:17Z
dc.date.available2014-10-21T07:32:17Z
dc.date.issued1994en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.1340229en_US
dc.description.abstractAll animation, whether generated by pen or processor, is concerned with the changing behaviour of synthetic actors through time. Computer animation has allowed an animator to regard different actors as functionally equivalent entities for the purpose of generating their behaviours. This has opened the door to visually impressive effects, such as actors changing their appearance, thereby becoming other actors.For NURBS to become a tool which is useful to the writer of animation packages, it is necessary to provide this ability to in-between objects of different appearances through time.This paper aims to present a technique for creating higher dimensional NURBS to model object deformation, as well as to illustrate its advantages.en_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleAnimation using NURBSen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume13en_US
dc.description.number4en_US
dc.identifier.doi10.1111/1467-8659.1340229en_US
dc.identifier.pages229-241en_US


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