矛盾 发表于 2025-3-27 00:01:42

Mixing Triangle Meshes and Implicit Surfaces in Character Animation aspect to standard triangle meshes and are used to add specific features. We propose a method for generating a smooth mesh from both a coarse triangle mesh and implicit primitives. The final model may be animated and displayed in real time.

极小量 发表于 2025-3-27 02:41:54

Visual Simulation of Smoke and Firenge from adding special effects to movies to enhancing the look and feel of video games. In this talk I will present different techniques to simulate the motion and appearance of smoke and fire. My approach is based on the physics of fluid flow, namely the Navier-Stokes Equations. I will present a s

朦胧 发表于 2025-3-27 08:37:00

Phenomenological Simulation of Brooks. In this paper, we treat only the shape and animation. We concentrate on the simulation of quasi-stationary waves and ripples in the vicinity of obstacles and banks, and more particularly, shockwaves. To achieve this, we rely on phenomenological laws such as the ones collected over the last two cen

讽刺滑稽戏剧 发表于 2025-3-27 09:55:39

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Console 发表于 2025-3-27 14:01:18

Meshes on Fires. Animator control and motion complexity is achieved by driving the fire motion using multi-scale turbulent wind fields and geometric quantities. Our model also supports adaptivity of the fire fronts, multiple simultaneous fires, and merging of multiple fires. This new technique produces convincing

infantile 发表于 2025-3-27 18:24:49

Continuous deformation energy for Dynamic Material Splines subject to finite displacementsplines (DMS). It begins with the replacement of the previous “parametric density” function by an actually “per unit length density” function. It then shows how continuous deformation energy can be used to model internal strains for DMS according to the classical theory of elasticity. After these the

表主动 发表于 2025-3-28 01:23:13

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Derogate 发表于 2025-3-28 02:58:04

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entail 发表于 2025-3-28 09:57:43

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戏法 发表于 2025-3-28 12:47:05

A Layered Wisp Model for Simulating Interactions inside Long Hair hair wisps. Our method relies on a layered model paradigm. Hair is structured into a number of volumetric wisps whose motion and deformation are computed using a layered model: A first layer, the skeleton curve, computes the large scale motion of a wisp. This skeleton is coated by a second layer, t
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查看完整版本: Titlebook: Computer Animation and Simulation 2001; Proceedings of the E Nadia Magnenat-Thalmann,Daniel Thalmann Conference proceedings 2001 Springer-V