메뉴 건너뛰기




Volumn , Issue , 2009, Pages 49-56

Automatic linearization of nonlinear skinning

Author keywords

Approximation; Linearization; Skinning

Indexed keywords

3D ENGINE; APPROXIMATION; ARBITRARY DEGREE; BLENDING FUNCTION; BLENDING TECHNIQUES; DUAL QUATERNION; LINEAR APPROXIMATIONS; REALISTIC DEFORMATIONS; SETUP COSTS; VIRTUAL CHARACTER; VISUAL QUALITIES;

EID: 77950390124     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1507149.1507157     Document Type: Conference Paper
Times cited : (31)

References (26)
  • 4
    • 78650760226 scopus 로고    scopus 로고
    • Offset curve deformation from skeletal animation
    • ACM, New York, NY, USA.
    • GREGORY, A., AND WESTON, D. 2008. Offset curve deformation from skeletal animation. In SIGGRAPH '08: ACM SIGGRAPH 2008 talks, ACM, New York, NY, USA.
    • (2008) SIGGRAPH '08: ACM SIGGRAPH 2008 Talks
    • Gregory, A.1    Weston, D.2
  • 5
    • 35349011416 scopus 로고    scopus 로고
    • Hardware skinning with quaternions
    • Charles River Media
    • HEJL, J., 2004. Hardware skinning with quaternions. Game Programming Gems 4, Charles River Media, 487-495.
    • (2004) Game Programming Gems , vol.4 , pp. 487-495
    • Hejl, J.1
  • 6
    • 33646044730 scopus 로고    scopus 로고
    • Skinning mesh animations
    • JAMES, D. L., AND TWIGG, C. D. 2005. Skinning mesh animations. ACM Trans. Graph. 24, 3, 399-407.
    • (2005) ACM Trans. Graph. , vol.24 , Issue.3 , pp. 399-407
    • James, D.L.1    Twigg, C.D.2
  • 7
    • 33646805644 scopus 로고    scopus 로고
    • Fast collision detection for skeletally deformable models
    • KAVAN, L., AND ŽÁRA, J. 2005. Fast collision detection for skeletally deformable models. Computer Graphics Forum 24, 3, 363-372.
    • (2005) Computer Graphics Forum , vol.24 , Issue.3 , pp. 363-372
    • Kavan, L.1    Žára, J.2
  • 9
    • 56149116320 scopus 로고    scopus 로고
    • Geometric skinning with approximate dual quaternion blending
    • KAVAN, L., COLLINS, S., ŽÁRA, J., AND O'SULLIVAN, C. 2008. Geometric skinning with approximate dual quaternion blending. ACM Trans. Graph. 27, 4, 105.
    • (2008) ACM Trans. Graph. , vol.27 , Issue.4 , pp. 105
    • Kavan, L.1    Collins, S.2    Žára, J.3    O'Sullivan, C.4
  • 14
    • 33845503912 scopus 로고    scopus 로고
    • Animation space: A truly linear framework for character animation
    • MERRY, B., MARAIS, P., AND GAIN, J. 2006. Animation space: A truly linear framework for character animation. ACM Trans. Graph. 25, 4, 1400-1423.
    • (2006) ACM Trans. Graph. , vol.25 , Issue.4 , pp. 1400-1423
    • Merry, B.1    Marais, P.2    Gain, J.3
  • 16
    • 77954004081 scopus 로고    scopus 로고
    • Building efficient, accurate character skins from examples
    • MOHR, A., AND GLEICHER,M. 2003. Building efficient, accurate character skins from examples. ACM Trans. Graph. 22, 3, 562-568.
    • (2003) ACM Trans. Graph. , vol.22 , Issue.3 , pp. 562-568
    • Mohr, A.1    Gleicher, M.2
  • 17
    • 85088736644 scopus 로고    scopus 로고
    • Practical least-squares for computer graphics
    • ACM, New York, NY, USA
    • PIGHIN, F., AND LEWIS, J. P. 2007. Practical least-squares for computer graphics. In SIGGRAPH '07: ACM SIGGRAPH 2007 courses, ACM, New York, NY, USA, 1-57.
    • (2007) SIGGRAPH '07: ACM SIGGRAPH 2007 Courses , pp. 1-57
    • Pighin, F.1    Lewis, J.P.2
  • 21
    • 12844284478 scopus 로고    scopus 로고
    • Deformation transfer for triangle meshes
    • SUMNER, R. W., AND POPOVIĆ, J. 2004. Deformation transfer for triangle meshes. ACM Trans. Graph. 23, 3, 399-405.
    • (2004) ACM Trans. Graph. , vol.23 , Issue.3 , pp. 399-405
    • Sumner, R.W.1    Popović, J.2
  • 23
    • 34547655710 scopus 로고    scopus 로고
    • Real-time enveloping with rotational regression
    • WANG, R. Y., PULLI, K., AND POPOVIĆ, J. 2007. Real-time enveloping with rotational regression. ACM Trans. Graph. 26, 3, 73.
    • (2007) ACM Trans. Graph. , vol.26 , Issue.3 , pp. 73
    • Wang, R.Y.1    Pulli, K.2    Popović, J.3
  • 26
    • 33745831551 scopus 로고    scopus 로고
    • Curve skeleton skinning for human and creature characters: Research articles
    • YANG, X., SOMASEKHARAN, A., AND ZHANG, J. J. 2006. Curve skeleton skinning for human and creature characters: Research articles. Comput. Animat. Virtual Worlds 17, 3-4, 281-292.
    • (2006) Comput. Animat. Virtual Worlds , vol.17 , Issue.3-4 , pp. 281-292
    • Yang, X.1    Somasekharan, A.2    Zhang, J.J.3


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.