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Titlebook: Computer Animation and Simulation ’97; Proceedings of the E Daniel Thalmann,Michiel Panne Conference proceedings 1997 Springer-Verlag/Wien

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楼主: Hayes
发表于 2025-3-28 18:06:41 | 显示全部楼层
A New Interface Paradigm for Motion Capture Based Animation Systemsmain motion capture concepts and operations. A prototype system was built, implementing the proposed interface model and supported by a flexible architecture that is suitable to work with the motion capture methodology.
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The Process of Motion Capture: Dealing with the Datalated, hierarchical rigid-body object. We describe the gathering of the data, the real-time construction of a virtual skeleton which a director can use for immediate feedback, and the offline processing which produces the articulated object. This offline process involves a robust statistical estimat
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A Model of Human Crowd Behavior : Group Inter-Relationship and Collision Detection Analysiscreated by a distributed random behavioral model which is determined by few parameters. This paper explores an approach based on the relationship between the autonomous virtual humans of a crowd and the emergent behavior originated from it. We have used some concepts from sociology to represent some
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Physically-based Wrinkle Simulation & Skin Renderingt a model which simulates the skin deformation based on a biomechanic model and generates dynamic wrinkles rendered with texture image. The biomechanical model considers the skin as a membrane undergoing large deformations and puts the local coordinate system of each triangle element to its principa
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Interactive display and animation of B-spline solids as muscle shape primitivesical formulation of B-spline solids, we describe how to quickly display and modulate their shapes. We apply our ideas to muscle modelling and provide techniques for initial shape definition and subsequent shape deformation. Data-fitting techniques are developed to build muscles from profile curves o
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Qualitative Simulation of Convective Cloud Formation and Evolutionor of gaseous phenomena. The laws of fluid mechanics used for physical simulation require a fine resolution in space and time, and solving the Navier-Stokes equation in 3D is in general quite costly. However, many heuristics, dealing with various scales, can be used to describe the evolution of the
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