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dc.contributor.authorKavan, Ladislav
dc.contributor.authorŽára, Jiří
dc.contributor.editorSkala, Václav
dc.date.accessioned2013-09-06T05:44:25Z-
dc.date.available2013-09-06T05:44:25Z-
dc.date.issued2003
dc.identifier.citationWSCG ’2003: Short papers: The 11-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2003, 3.-7, p. 69-74.en
dc.identifier.isbn80-903100-1-X
dc.identifier.urihttp://wscg.zcu.cz/wscg2003/Papers_2003/G61.pdf
dc.identifier.urihttp://hdl.handle.net/11025/6166
dc.description.abstractSkeletal animation with vertex blending is a popular method to model believable 3D characters. Its main advantage is its speed that allows real-time deformation even on low-level hardware. However it has some drawbacks as well: for some movements it produces non-natural postures like twisting elbows. We present a new method called bones blending that can be used as an alternative to vertex blending. Bones blending has a power to overcome the artifacts of vertex blending.en
dc.format6 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherUNION Agencyen
dc.relation.ispartofseriesWSCG ’2003: Short papersen
dc.rights© UNION Agencycs
dc.subjectkosterní animacecs
dc.subjectdigitální kůžecs
dc.subjectmodelování postavcs
dc.titleReal Time Skin Deformation with Bones Blendingen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedskeletal animationen
dc.subject.translateddigital skinen
dc.subject.translatedcharacter modelingen
dc.type.statusPeer-revieweden
Appears in Collections:WSCG '2003: Short papers

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