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.
Document type :
Conference papers
Liste complète des métadonnées

Cited literature [24 references]  Display  Hide  Download
Contributor : Damien Rohmer <>
Submitted on : Wednesday, September 29, 2010 - 10:00:22 AM
Last modification on : Wednesday, April 11, 2018 - 1:58:29 AM
Document(s) archivé(s) le : Thursday, December 30, 2010 - 2:27:01 AM


Files produced by the author(s)




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⟩



Record views


Files downloads