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dc.contributor.authorGiacomo, T. Dien_US
dc.contributor.authorMoccozet, L.en_US
dc.contributor.authorMagnenat-Thalmann, N.en_US
dc.contributor.authorBoulic, R.en_US
dc.contributor.authorThalmann, D.en_US
dc.contributor.editorDieter Schmalstieg and Jiri Bittneren_US
dc.date.accessioned2015-07-14T12:24:15Z
dc.date.available2015-07-14T12:24:15Z
dc.date.issued2007en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egst.20071054en_US
dc.description.abstractCharacters are of paramount importance in computer graphics since they enrich 3D worlds with immersion and life, and extend the range of possible applications. They are also very complex objects to manage due to their articulated structure, to their motion-dependent deformations, and to the familiarity we have with them. With the wide variety of issues to be considered when modeling, rendering, and animating characters, lots of work has focused on character representation and animation. In this STAR we present core and recent techniques to automatically generate a skeleton from a character representation, in order to animate it with bone-based animation techniques. We then present core and recent methods for computing the deformation of the skin according to body movements.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleTowards Automatic Character Skeletonization and Interactive Skin Deformationen_US
dc.description.seriesinformationEurographics 2007 - State of the Art Reportsen_US
dc.description.sectionheadersST3en_US
dc.identifier.doi10.2312/egst.20071054en_US
dc.identifier.pages47-61en_US


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