Conference Papers Year : 2010

Active Geometry for Game Characters

Abstract

Animating the geometry of a real-time character is typically done using fast methods such as smooth skinning or coarse physically- based animation. These methods are not able to capture realistic be- haviors such as flesh and muscles bulging with constant volume or fine wrinkling of animated garments. This paper advocates the use of ac- tive geometric models, applied on top of the current geometric layer, to mimic these behaviors without requiring any expensive computation. Our models fit into the standard animation pipe-line and can be tuned in an intuitive way thanks to their geometric nature.
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Dates and versions

hal-00516412 , version 1 (29-09-2010)

Identifiers

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Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani. Active Geometry for Game Characters. MIG 2010 - 3rd International Conference on Motion in Games, Nov 2010, Zeist, Netherlands. pp.170-181, ⟨10.1007/978-3-642-16958-8_17⟩. ⟨hal-00516412⟩
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