Title: | Real Time Skin Deformation with Bones Blending |
Authors: | Kavan, Ladislav Žára, Jiří |
Citation: | WSCG ’2003: Short papers: The 11-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2003, 3.-7, p. 69-74. |
Issue Date: | 2003 |
Publisher: | UNION Agency |
Document type: | konferenční příspěvek conferenceObject |
URI: | http://wscg.zcu.cz/wscg2003/Papers_2003/G61.pdf http://hdl.handle.net/11025/6166 |
ISBN: | 80-903100-1-X |
Keywords: | kosterní animace;digitální kůže;modelování postav |
Keywords in different language: | skeletal animation;digital skin;character modeling |
Abstract: | Skeletal animation with vertex blending is a popular method to model believable 3D characters. Its main advantage is its speed that allows real-time deformation even on low-level hardware. However it has some drawbacks as well: for some movements it produces non-natural postures like twisting elbows. We present a new method called bones blending that can be used as an alternative to vertex blending. Bones blending has a power to overcome the artifacts of vertex blending. |
Rights: | © UNION Agency |
Appears in Collections: | WSCG '2003: Short papers |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/6166
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.