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dc.contributor.authorMüller, Matthiasen_US
dc.contributor.authorChentanez, Nuttapongen_US
dc.contributor.editorJan Bender and Kenny Erleben and Eric Galinen_US
dc.date.accessioned2013-10-31T10:42:46Z
dc.date.available2013-10-31T10:42:46Z
dc.date.issued2011en_US
dc.identifier.isbn978-3-905673-87-6en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/vriphys/vriphys11/083-091en_US
dc.description.abstractWe present a method to enhance the realism of animated characters by adding physically based secondary motion to deformable parts such as cloth, skin or hair. To this end, we extend the oriented particles approach to incorporate animation information. In addition, we introduce techniques to increase the stability of the original method in order to make it suitable for the fast and sudden motions that typically occur in computer games. We also propose a method for the semi-automatic creation of particle representations from arbitrary visual meshes. This way, our technique allows us to simulate complex geometry such as hair, thick cloth with ornaments and multi-layered clothing, all interacting with each other and the animated character.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.5]: Computational Geometry and Object Modeling, Physically Based Modeling - Computer Graphics [I.3.7]: Three-Dimensional Graphics and Realism, Animation - Simulation and Modeling [I.6.8]: Type of Simulation, Animation, Keywords: natural phenomena, physically based animationen_US
dc.titleAdding Physics to Animated Characters with Oriented Particlesen_US
dc.description.seriesinformationWorkshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2011)en_US


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