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dc.contributor.authorCordier, Fredericen_US
dc.contributor.authorMagnenat-Thalmann, Nadiaen_US
dc.date.accessioned2015-02-16T11:47:36Z
dc.date.available2015-02-16T11:47:36Z
dc.date.issued2002en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.t01-1-00592en_US
dc.description.abstractIn this paper, we describe a method for cloth animation in real-time. The algorithm works in a hybrid manner exploiting the merits of both the physical-based and geometric deformations. It makes use of predetermined conditions between the cloth and the body model, avoiding complex collision detection and physical deformations wherever possible. Garments are segmented into pieces that are simulated by various algorithms, depending on how they are laid on the body surface and whether they stick or flow on it. Tests show that the method is well suited to fully dressed virtual human models, achieving real-time performance compared to ordinary cloth-simulations.en_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleReal-time Animation of Dressed Virtual Humansen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume21en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.t01-1-00592en_US
dc.identifier.pages327-335en_US


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