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dc.contributor.authorOrvalho, Veronicaen_US
dc.contributor.authorRuna, Catarinaen_US
dc.contributor.authorLewis, John P.en_US
dc.contributor.editorAugusto Sousa and Kadi Bouatouchen_US
dc.date.accessioned2016-04-26T08:14:05Z
dc.date.available2016-04-26T08:14:05Z
dc.date.issued2016en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egt.20161031en_US
dc.description.abstractCreating a 3D avatar that looks like a specific person is time­consuming, requires expert artists, expensive equipment and a complex pipeline. In this tutorial we explain the different stages of a traditional character animation pipeline: modeling, rigging and animation. But, most important we describe how each of this stages bind together and which are the challenges developers face today at each stage. Our ultimate goal is to explain step­by­step the creation of a unified facial animation pipeline. We build the tutorial over our experience on what worked, what didn't work, why we did what we did and how we are planning to improve in the future. Given the popularity of Virtual Reality since the launching of Oculus Rift, we also describe how a traditional animation pipeline can be applied in Virtual Reality, it's challenges, limitations and potential. Throughout the tutorial we introduce the theoretical background for character animation and present the current state of the art in this field. Last, we aim to trigger a discussion to analyse different lines of research that emerge by bringing together traditional character animation and Virtual Reality.en_US
dc.publisherThe Eurographics Associationen_US
dc.title3D Characters for Virtual Realityen_US
dc.description.seriesinformationEG 2016 - Tutorialsen_US
dc.description.sectionheadersTutorialsen_US
dc.identifier.doi10.2312/egt.20161031en_US


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