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dc.contributor.authorGaloppo, Nicoen_US
dc.contributor.authorOtaduy, Miguel A.en_US
dc.contributor.authorTekin, Serhaten_US
dc.contributor.authorGross, Markusen_US
dc.contributor.authorLin, Ming C.en_US
dc.date.accessioned2015-02-21T15:40:54Z
dc.date.available2015-02-21T15:40:54Z
dc.date.issued2007en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2007.01046.xen_US
dc.description.abstractFast contact handling of soft articulated characters is a computationally challenging problem, in part due to complex interplay between skeletal and surface deformation. We present a fast, novel algorithm based on a layered representation for articulated bodies that enables physically-plausible simulation of animated characters with a high-resolution deformable skin in real time. Our algorithm gracefully captures the dynamic skeleton-skin interplay through a novel formulation of elastic deformation in the pose space of the skinned surface. The algorithm also overcomes the computational challenges by robustly decoupling skeleton and skin computations using careful approximations of Schur complements, and efficiently performing collision queries by exploiting the layered representation. With this approach, we can simultaneously handle large contact areas, produce rich surface deformations, and capture the collision response of a character/s skeleton.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleSoft Articulated Characters with Fast Contact Handlingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume26en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.2007.01046.xen_US
dc.identifier.pages243-253en_US


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