2010
DOI: 10.1007/978-3-642-16958-8_17
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Active Geometry for Game Characters

Abstract: Fig. 1. A sitting elephant with bulging belly and a jumping character with a wrinkling dress modeled using active geometric layers to reduce skin volume variations and cloth shrinkage.Abstract. Animating the geometry of a real-time character is typically done using fast methods such as smooth skinning or coarse physicallybased 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 t… Show more

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