Abstract—This paper presents a general approach for designing and animating complex deformable models with implicit surfaces. Implicit surfaces are introduced as an extra layer coating any kind of structure that moves and deforms over time. Offering a compact definition of a smooth surface around an object, they provide an efficient collision detection mechanism. The implicit layer deforms in order to generate exact contact surfaces between colliding bodies. A simple physically based model approximating elastic behavior is then used for computing collision response. The implicit formulation also eases the control of the object’s volume with a new method based on local controllers. We present two different applications that illustrate the be...
Deformable 3–D models can be represented either as traditional explicit surfaces, such as trian-gula...
In this thesis, we are dealing with computer graphics modeling and animation of highly deformable ma...
Abstract. This paper presents a technique for mixing implicit surfaces and mesh models in character ...
Published under the name Marie-Paule Cani-GascuelInternational audienceThe paper presents a general ...
Invited paper, published under the name Marie-Paule Cani-GascuelInternational audienceSeveral challe...
Published under the name Marie-Paule Cani-GascuelTraditional animation systems are based on key-fram...
Published under the name Marie-Paule Cani-GascuelInternational audienceImplicit surfaces are well su...
published under the name Marie-Paule GascuelInternational audienceThis paper presents a hybrid model...
Published under the name Marie-Paule GascuelInternational audienceThis paper presents a method for m...
International audienceInteractive implicit modelling with complex skeletons was recently improved wi...
Published under the name Marie-Paule GascuelInternational audienceThis paper presents a new adaptive...
International audienceWe introduce a new approach to mesh an animated implicit surface for rendering...
Published under the name Marie-Paule GascuelNational audienceThis paper presents a method for modeli...
International audienceThe efficient animation of layers of garments is a challenging task, as it req...
In this paper, we propose a stable and efficient algorithm for animating mass-spring systems. An int...
Deformable 3–D models can be represented either as traditional explicit surfaces, such as trian-gula...
In this thesis, we are dealing with computer graphics modeling and animation of highly deformable ma...
Abstract. This paper presents a technique for mixing implicit surfaces and mesh models in character ...
Published under the name Marie-Paule Cani-GascuelInternational audienceThe paper presents a general ...
Invited paper, published under the name Marie-Paule Cani-GascuelInternational audienceSeveral challe...
Published under the name Marie-Paule Cani-GascuelTraditional animation systems are based on key-fram...
Published under the name Marie-Paule Cani-GascuelInternational audienceImplicit surfaces are well su...
published under the name Marie-Paule GascuelInternational audienceThis paper presents a hybrid model...
Published under the name Marie-Paule GascuelInternational audienceThis paper presents a method for m...
International audienceInteractive implicit modelling with complex skeletons was recently improved wi...
Published under the name Marie-Paule GascuelInternational audienceThis paper presents a new adaptive...
International audienceWe introduce a new approach to mesh an animated implicit surface for rendering...
Published under the name Marie-Paule GascuelNational audienceThis paper presents a method for modeli...
International audienceThe efficient animation of layers of garments is a challenging task, as it req...
In this paper, we propose a stable and efficient algorithm for animating mass-spring systems. An int...
Deformable 3–D models can be represented either as traditional explicit surfaces, such as trian-gula...
In this thesis, we are dealing with computer graphics modeling and animation of highly deformable ma...
Abstract. This paper presents a technique for mixing implicit surfaces and mesh models in character ...