Abstract | ||
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1D deformable structures, often called strands, are ubiquitous in the real world. They range from plants (grass, lianas, stalks) to creatures organs (hair, tail, tentacles) and manufactured objects (cables, ropes). The realistic modeling and animation of such objects is essential for representing convincing virtual environments. Most often, the design pipeline is split in two distinct parts: the geometry creation process itself, namely geometric design, followed by the computation of motion, namely animation. For the sake of flexibility and control, the geometric design generally relies on a pure geometric process that allows the user to interactively edit curve primitives such as splines. In contrast, the animation of strands is often considered as a passive and complex phenomenon that can be realistically captured using physics-based simulation. |
Year | DOI | Venue |
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2011 | 10.1145/2037715.2037778 | SIGGRAPH Posters |
Keywords | Field | DocType |
deformable structure,complex phenomenon,pure geometric process,convincing virtual environment,inverse dynamic modeling,creatures organ,design pipeline,geometric design,geometry creation process,distinct part,curve primitive,motion capture,motor learning,virtual environment,wearable,inverse dynamics | Spline (mathematics),Inverse,Motion capture,Computer vision,Computer graphics (images),Wearable computer,Computer science,Geometric design,System dynamics,Animation,Artificial intelligence,Computation | Conference |
Citations | PageRank | References |
3 | 0.39 | 2 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Alexandre Derouet-Jourdan | 1 | 22 | 2.45 |
Florence Bertails-Descoubes | 2 | 139 | 8.94 |
Joëlle Thollot | 3 | 745 | 37.34 |