IRELAND Dublin Trinity College Dublin
Fulltekst
RELATERTE DOKUMENTER
The optimized implementation using the OpenGL-shading language shows very promising results for real-time character animation, as even about 1 Million vertices were able to
All these methods have in common that they do not take the full subsurface scattering rendering equation using a (8D) BSSRDF [NRH ∗ 77] into account for translucency, and
Real-Time Individualized Virtual Humans Motion Capture Textured cloth body animation... Human
In order to overcome this diffi- culty, the proposed method precomputes the transmittances from the sky and from the inside of clouds for each basic volume data in the database, and
This allows us to use an existing rigid body contact solver to enable two-way cou- pling between the character and simulated objects, while still allowing the character to follow
In order to accomplish our goal we present new techniques to achieve improvements in each one of these areas: In crowd simulation we work on a multi-domain planning approach and
22/03/16 Real-time Motion Capture Facial Animation
In this paper, the use of anatomy-inspired weight (AIW) is proposed to automatically compute the skinning weights for real- time character animation.. AIW is modeled as a function