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Geneva, SWITZERLAND
Sept. 10, 1997 to Sept. 12, 1997
ISBN: 0-8186-8150-0
pp: 119
Laurent Moccozet , MIRALab - CUI University of Geneva
Nadia Magnenat Thalmann , MIRALab - CUI University of Geneva
ABSTRACT
Until now, real-time environments have focused on optimizing the speed of the display, mainly by managing various levels of details of the scene's objects. These approaches are generally aimed at virtual scenes with rigid objects. If we consider that objects can be deformed trough time, another process has to be considered in the scene building pipeline: each object must be deformed prior to its display in a given frame. Similarly to other processes of the pipeline, the control of the display speed must be made by balancing between visual quality and time cost. This requires either to combine various de formable models, sorted by their cost in time, or to use a single deformable model able to work at various levels of details. Our purpose is to propose such a multilevel de formable model that we illustrate by its application to human hands simulation.
CITATION
Laurent Moccozet, Nadia Magnenat Thalmann, "Multilevel Deformation Model Applied to Hand Simulation for Virtual Actors", VSMM, 1997, Virtual Systems and MultiMedia, International Conference on, Virtual Systems and MultiMedia, International Conference on 1997, pp. 119, doi:10.1109/VSMM.1997.622338
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