Proceedings of the 16th Annual Conference on Computer Graphics and Interactive Techniques 1989
DOI: 10.1145/74333.74358
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Layered construction for deformable animated characters

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Cited by 202 publications
(93 citation statements)
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“…This process is similar to a study by Chadwick et al (1989) who used a hierarchical approach consisting of muscle FFD constrained by a skeletal frame, used to generate skin deformation for animation. The process is highlighted for the SM muscle and then repeated for the GT later.…”
Section: Background and Previous Workmentioning
confidence: 96%
“…This process is similar to a study by Chadwick et al (1989) who used a hierarchical approach consisting of muscle FFD constrained by a skeletal frame, used to generate skin deformation for animation. The process is highlighted for the SM muscle and then repeated for the GT later.…”
Section: Background and Previous Workmentioning
confidence: 96%
“…It is also used for skeleton-driven deformations and physically based rigging of deformable characters [18,20,21]. Mass-spring system was initially used for facial modelling, skin, fat and muscle simulation but now it is also used for interactive animation of structural deformable objects [22,23,24,25,26]. In order to simulate large mass-spring systems in real time, a GPU has been developed and implemented to stimulate the elongation and compression of spring on the graphics card and gives deformed surfaces [28].…”
Section: B Physics Based Techniquesmentioning
confidence: 99%
“…Skeleton layer, muscle layer, and skin layer are the most common ones. This layered modeling technique is heavily used in human modeling field of computer graphics [3]. In this approach, motion control techniques are applied on the skeleton layer and the other layers move and deform accordingly.…”
Section: Kinematicsmentioning
confidence: 99%