Show simple item record

dc.contributor.authorSmets-Solanes, Jean-Paulen_US
dc.date.accessioned2014-10-21T07:43:39Z
dc.date.available2014-10-21T07:43:39Z
dc.date.issued1996en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.1530289en_US
dc.description.abstractThis paper shows that an adequate use of vectorfields can solve most inconsistencies related to texture mapping that appear in current animation and rendering systems based on implicit objects. The method used is based on the concept of a virtual skin. A skin with its own texture mapping is spread over an implicit object and is constrained to stick to the deformation of the implicit object. A vectorfield is used to compute the relationship between the motion of the skin and the deformation of the object. Visual and implementation issues are discussed with respect to typical applications of implicit objects in computer graphics.en_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleVector Field Based Texture Mapping of Animated Implicit Objectsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume15en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.1530289en_US
dc.identifier.pages289-300en_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record