Creation of 3D graphical content becomes ever harder, as both display capabilities and the demand for complex 3D content increase. In this thesis, we present a method of using densely scanned surface data from physical objects in interactive animation systems. By using a layered approach, incorporating skeletal animation and displacement mapping, we can realistically animate complex datasets with a minimum of manual intervention. We propose a method using three layers; firstly, an articulated skeleton layer provides simple motion control of the object. Secondly, a low-polygon control layer, based on the scanned surface, is mapped to this skeleton, and animated using a novel geometric skeletal animation method. Finally, the densely sampled s...
We present techniques for automatically creating and animating models obtained from human whole body...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
Creation of 3D graphical content becomes ever harder, as both display capabilities and the demand fo...
This paper presents a layered animation framework which uses displacement maps for efficient represe...
This paper presents a layered animation framework which uses displacement maps for efficient represe...
This paper presents a layered animation framework which uses displacement maps for efficient represe...
This paper presents a framework for construction of animated models from captured surface shape of r...
International audienceWe propose to generate novel animations from a set of elementary examples of v...
International audienceWe propose to generate novel animations from a set of elementary examples of v...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
We present techniques for automatically creating and animating models obtained from human whole body...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
We present techniques for automatically creating and animating models obtained from human whole body...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
Creation of 3D graphical content becomes ever harder, as both display capabilities and the demand fo...
This paper presents a layered animation framework which uses displacement maps for efficient represe...
This paper presents a layered animation framework which uses displacement maps for efficient represe...
This paper presents a layered animation framework which uses displacement maps for efficient represe...
This paper presents a framework for construction of animated models from captured surface shape of r...
International audienceWe propose to generate novel animations from a set of elementary examples of v...
International audienceWe propose to generate novel animations from a set of elementary examples of v...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
We present techniques for automatically creating and animating models obtained from human whole body...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
We present techniques for automatically creating and animating models obtained from human whole body...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...