![]()

|
animating the geometry of a real-time character is typically done using fast methods such as smooth skinning or coarse physically- based animation. these methods are not able to capture realistic be- haviors such as flesh and muscles bulging with constant volume or fine wrinkling of animated garments. this paper advocates the use of ac- tive geometric models, applied on top of the current geometric layer, to mimic these behaviors without requiring any expensive computation. our models fit into the standard animation pipe-line and can be tuned in an intuitive way thanks to their geometric nature. keywords: geometry, procedural model, constant volume, wrinkles. |
reference:
damien rohmer, stefanie hahmann, marie-paule cani.
active geometry for game characters,
lecture notes in computer science LNCS 6459, pp. 170-181 (2010)
Motion in Games MIG'10. invited talk.
Zeist, Netherlands.
![]()
![]()
return to
stefanie hahmann's homepage.