Interactive skeleton-driven dynamic deformations
By Steve Capell, Seth Green, Brian Curless, T. Duchamp, Zoran Popovic. ACM Transactions on Graphics, 2002
321 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design, Control and Systems Engineering
View Paper: https://www.semanticscholar.org/paper/afc2eafb47b1cb30e4fa3c341d551e5e1be6b8ed
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- Matthias Müller
- Markus H. Gross
- Andrew Selle
- Yongning Zhu
- Richard Keiser
- Ladislav Kavan
- Joseph M. Teran
- Bruno Heidelberger
In Computer Graphics and Computer-Aided Design
- Matthias Müller
- Markus H. Gross
- Andrew Selle
- Yongning Zhu
- Richard Keiser
- Ladislav Kavan
- Joseph M. Teran
- Bruno Heidelberger
In Control and Systems Engineering
- Matthias Müller
- Ladislav Kavan
- Joseph M. Teran
- Andrew Selle
- Markus H. Gross
- Yongning Zhu
- Bruno Heidelberger
- Carol O'Sullivan
Citations in the corpus
- Efficient elasticity for character skinning with contact and collisions (2011, methodology): “[Capell et al. 2005; Capell et al. 2002; Galopo et al. 2007] used a skeleton based local rotational model of simple linear elasticity.”
- Physically Based Deformable Models in Computer Graphics (2006, background): “Another solution to this problem is proposed in [56]: each region of the finite element mesh is associated with the bone of a simple skeleton and then locally linearized.”
- Interactive Virtual Materials (2004, methodology): “[1e3N/m 2 ] 100 50 100 Poisson Ratio [1] 0.33 0.33 0.33 Density [kg/m 3 ] 1000 1000 1000 Yield stress [1e3N/m 2 ] ∞ ∞ 60 Plastic yield [1] Plastic max [1] 0 10 1 Table 1: Parameters used for the animations. tently combine a high resolution skin mesh with a computational volumetric mesh of lower reso”
- Building efficient, accurate character skins from examples (2003, unknown): “Other authors have used physical simulation for interactive deformations, especially secondary animation [James and Pai 2002; Capell et al. 2002].”
- Meshless deformations based on shape matching (2005, methodology): “Robust integration schemes for large time steps have been investigated [Baraff and Witkin 1998] and multi-resolution models have been proposed [Debunne et al. 2001], [Capell et al. 2002], [Grinspun et al. 2002].”
- Skinning with dual quaternions (2007, background): “This can work either with explicit anatomy knowledge [Scheepers et al. 1997; Aubel and Thalmann 2000; Teran et al. 2005], or without [Capell et al. 2002; Guo and Wong 2005; Pratscher et al. 2005].”
- Real-Time subspace integration for St. Venant-Kirchhoff deformable models (2005, methodology): “Multi-resolution approaches use hierarchical deformation bases to adaptively refine the analysis based on deformation activity of the model [Debunne et al. 2001; Capell et al. 2002a; Grinspun et al. 2002].”