2001
DOI: 10.1007/978-3-7091-6240-8_4
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Mixing Triangle Meshes and Implicit Surfaces in Character Animation

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Cited by 13 publications
(10 citation statements)
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“…In our technique, we use a projection of the vertices of the mesh onto the implicit surface approximation for each frame of this transitional stage. In a sense, this is similar to a problem described in [LAG01], where coarse mesh is deformed and smoothed using an underlying set of implicit primitives.…”
Section: Methods Outlinementioning
confidence: 99%
“…In our technique, we use a projection of the vertices of the mesh onto the implicit surface approximation for each frame of this transitional stage. In a sense, this is similar to a problem described in [LAG01], where coarse mesh is deformed and smoothed using an underlying set of implicit primitives.…”
Section: Methods Outlinementioning
confidence: 99%
“…Metaballs [Shen and Thalmann 1995], polygon-based implicit primitives [Singh and Parent 1995], convolution surfaces [Van Overveld and Broek 1999] and ellipsoidal implicit primitives [Leclercq et al 2001] were used to animate skinned characters, with the ability in the last case to add organic details (muscles) to a coarse mesh representing the characters body. Closer to our work, implicit modeling has been used to improve skinning deformation [Bloomenthal 2002].…”
Section: Related Workmentioning
confidence: 99%
“…Cluster outlining techniques avoid these problems. We propose a cluster outlining technique based on implicit metaball shapes 19,20 to allow consistent cluster visualization in the absence of cluster members. The minimum spanning tree skeleton obtained during clustering provides connectivity information in a cluster and can be used in the process of visualization.…”
Section: Cluster Visualizationmentioning
confidence: 99%