Active geometry for game characters

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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 behaviors such as flesh and muscles bulging with constant volume or fine wrinkling of animated garments. This paper advocates the use of active 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.

Original languageEnglish
Title of host publicationMotion in Games - Third International Conference, MIG 2010, Proceedings
PublisherSpringer Verlag
Pages170-181
Number of pages12
ISBN (Print)3642169570, 9783642169571
DOIs
Publication statusPublished - 1 Jan 2010

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume6459 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Keywords

  • Constant volume
  • Geometry
  • Procedural model
  • Wrinkles

Fingerprint

Dive into the research topics of 'Active geometry for game characters'. Together they form a unique fingerprint.

Cite this