Active Geometry for Game Characters

Damien Rohmer 1 Stefanie Hahmann 2 Marie-Paule Cani 1
1 EVASION - Virtual environments for animation and image synthesis of natural objects
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
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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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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