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ACM SIGGRAPH 2003 Papers最新文献

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Session details: Design and depiction 会议细节:设计和描述
Pub Date : 2003-07-27 DOI: 10.1145/3258827
F. Durand
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引用次数: 0
Session details: Character animation 会话细节:角色动画
Pub Date : 2003-07-27 DOI: 10.1145/3258833
M. V. D. Panne
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引用次数: 0
Session details: Points 会议详情:
Pub Date : 2003-07-27 DOI: 10.1145/3258841
M. Alexa
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引用次数: 0
Session details: Shadows 会话细节:阴影
Pub Date : 2003-07-27 DOI: 10.1145/3258825
K. Bala
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引用次数: 0
Session details: Reprise of UIST 2003 and I3D 2003 会议详情:UIST 2003和I3D 2003的重播
Pub Date : 2003-07-27 DOI: 10.1145/3258831
J. Marks
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引用次数: 0
Session details: Human bodies 会议详情:人体
Pub Date : 2003-07-27 DOI: 10.1145/3258834
Irfan Essa
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引用次数: 0
Session details: Light fields and visibility 会话细节:光场和可见性
Pub Date : 2003-07-27 DOI: 10.1145/3258826
B. Curless
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引用次数: 0
Session details: Images, video, and texture 会话详细信息:图像、视频和纹理
Pub Date : 2003-07-27 DOI: 10.1145/3258829
Steve Marschner
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引用次数: 0
Session details: Visualization and printing 会议细节:可视化和打印
Pub Date : 2003-07-27 DOI: 10.1145/3258824
J. Tumblin
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引用次数: 0
Building efficient, accurate character skins from examples 从例子中建立高效,准确的角色皮肤
Pub Date : 2003-07-01 DOI: 10.1145/1201775.882308
Alex Mohr, Michael Gleicher
Good character animation requires convincing skin deformations including subtleties and details like muscle bulges. Such effects are typically created in commercial animation packages which provide very general and powerful tools. While these systems are convenient and flexible for artists, the generality often leads to characters that are slow to compute or that require a substantial amount of memory and thus cannot be used in interactive systems. Instead, interactive systems restrict artists to a specific character deformation model which is fast and memory efficient but is notoriously difficult to author and can suffer from many deformation artifacts. This paper presents an automated framework that allows character artists to use the full complement of tools in high-end systems to create characters for interactive systems. Our method starts with an arbitrarily rigged character in an animation system. A set of examples is exported, consisting of skeleton configurations paired with the deformed geometry as static meshes. Using these examples, we fit the parameters of a deformation model that best approximates the original data yet remains fast to compute and compact in memory.
好的角色动画需要令人信服的皮肤变形,包括微妙和细节,如肌肉凸起。这种效果通常是在商业动画包中创建的,它提供了非常通用和强大的工具。虽然这些系统对美工来说方便而灵活,但这种普遍性往往会导致角色计算缓慢或需要大量内存,因此无法用于互动系统。相反,交互系统将美工限制在特定的角色变形模型中,这种模型既快速又节省内存,但很难创建,而且可能会受到许多变形工件的影响。本文提出了一个自动化框架,允许角色美术师在高端系统中使用完整的工具来为交互系统创建角色。我们的方法从动画系统中的任意操纵角色开始。导出一组示例,由与变形几何配对的骨架配置组成,作为静态网格。使用这些例子,我们拟合变形模型的参数,该模型最接近原始数据,但仍保持快速计算和紧凑的内存。
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引用次数: 327
期刊
ACM SIGGRAPH 2003 Papers
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