Show simple item record

dc.contributor.authorGiang, Thanhen_US
dc.contributor.authorMooney, Roberten_US
dc.contributor.authorPeters, Christopheren_US
dc.contributor.authorSullivan, Carol O.en_US
dc.date.accessioned2015-11-11T18:03:37Z
dc.date.available2015-11-11T18:03:37Z
dc.date.issued2000en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20001018en_US
dc.description.abstractThe task of animating and rendering virtual humans in real-time is challenging. One must first establish a sense of realism through appearance, and then maintain this realism through correct and plausible motion, while continually satisfying the real-time constraint imposed. One technique that aids in achieving such a task is to take advantage of the viewer’s perception to compute less accurate models when loss of accuracy is unlikely to be noticed. Traditionally, these ‘level of detail’ techniques have been used primarily for geometric modelling. However, more recently, they have also been applied to animation. This paper seeks to amalgamate animation and geometric level of detail research in order to produce an integrated framework on which to build a totally scalable system for virtual human animation.en_US
dc.publisherEurographics Associationen_US
dc.titleALOHA : Adaptive Level Of Detail for Human Animation Towards a new frameworken_US
dc.description.seriesinformationEurographics 2000 - Short Presentationsen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record