dc.contributor.author | Marvie, Jean-Eudes | en_US |
dc.contributor.author | Sourimant, Gael | en_US |
dc.contributor.author | Dufay, A. | en_US |
dc.contributor.editor | M. Christie and Q. Galvane and A. Jhala and R. Ronfard | en_US |
dc.date.accessioned | 2016-05-04T16:06:39Z | |
dc.date.available | 2016-05-04T16:06:39Z | |
dc.date.issued | 2016 | en_US |
dc.identifier.isbn | 978-3-03868-005-5 | en_US |
dc.identifier.issn | 2411-9733 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/wiced.20161095 | en_US |
dc.description.abstract | We present in this paper a production-oriented technique designed to visualize contact in real-time between 3D objects. The motivation of this work is to provide integrated tools in the production workflow that help artists setting-up scenes and assets without undesired floating objects or inter-penetrations. Such issues can occur easily and remain unnoticed until shading and/or lighting stages are set-up, leading to retakes of the modeling or animation stages. With our solution, artists can visualize in real-time contact between 3D objects while setting-up their assets, thus correcting earlier such misalignments. Being based on a cheap post-processing shader, our solution can be used even on low-end GPUs. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Computer Graphics [I.3.3] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Display Algorithms Computer Graphics [I.3.7] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Animation | en_US |
dc.title | Contact Visualization | en_US |
dc.description.seriesinformation | Eurographics Workshop on Intelligent Cinematography and Editing | en_US |
dc.description.sectionheaders | Papers | en_US |
dc.identifier.doi | 10.2312/wiced.20161095 | en_US |
dc.identifier.pages | 9-13 | en_US |