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John E. Chadwick, David R. Haumann, and Richard E. Parent. Layered construction for deformable animated characters. Computer Graphics, 23(3):243--252, July 1989.

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Haptic Subdivision: an Approach to Defining.. - Zhang, Payandeh, Dill (2002)   (Correct)

....in mass spring models is relatively simple and easy to implement. For example a compression wave model on a mass spring system to achieve bulging and curving motions of worms and snakes was proposed by Miller [1] A 3D mass spring lattice to simulate contraction of human arm muscles is given in [2]. An effort to model the surface force characteristics of the human thigh, a two layer massspring model with linear and nonlinear springs is proposed in [7] 8] to fit the force curve obtained from probing a real human thigh. A spring damper model to represent the vertebrae in an epidural injection ....

....to fit the force curve obtained from probing a real human thigh. A spring damper model to represent the vertebrae in an epidural injection simulator is used in [4] Most mass spring models are tailored for the specific application under investigation, thus the mass spring models used in [1] [2] and [7] are substantially different. In [1] a chain of masses connected by springs would suffice. This is not the case in [2] where volumetric deformation is highly desired; therefore a 3D lattice of masses and springs is needed. If highly detailed deformation features are desirable, a 3D ....

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J. E. Chadwick, "Layered Construction for Deformable Animated Characters", Computer Graphics, Volume 23, Number 3, 1989, pp 243-252.


Modelagem de Articulações para Humanos Virtuais.. - Maciel   (Correct)

....alguns primam pela constru9o do esqueleto, outros se contentram na modelagem de mfsculos, outros ainda buscam modelar a pele, o cabelo, etc. A16m do enfoque, variam muito na sua aplica9o. Existem modelos criados para ambientes de Realidade Virtual [ROE 98] para entretenimento em anima9o e jogos [CHA 89] para simula9o de expressties faciais [GUE 89] para simula9o de movimentos em atividades esportivas [HOD 95] aplicaqfies em ergonomia [PHI 88] entre outras. Entretanto, so muito raros na literatura de Computa9o Grfifica os trabalhos que abordam especificamente o problema do realismo anat6mico ....

CHADWICK, J. E.; HAUNMANN, D. R.; PARENT, R. E. Layered Construction for Deformable Animated Characters. Computer Graphics, Boston, v.23, n.3, p.243-252, July 1989.


Anatomical Human Musculature Modeling for Real-time Deformation - Zuo, Li, Wang (2003)   (Correct)

....deformation because of the complexity of the model geometry and the algorithm of the deformation. Models are commonly too complicated to achieve fast deformation if they are closed to real human body. Many researches had been done about the layered approach and have achieved preferable effects [4][17] 18] 19] 20] Most researchers use articulated structures that are too simple to be deemed anatomically appropriate, while some other models are too complexity to animate in real time. Muscle layer is an important layer in the layered body modeling. Firstly, the shape and deformation of ....

Chadwick, J. E., Haumann, D. R. and Parent, R. E. "Layered Construction for Deformable Animated Characters", Computer Graphics, v.23, n.3, p.243252, July 1989.


Adaptive Refinement and Decimation under Free-Form Deformation - Gain, Dodgson (1999)   (2 citations)  (Correct)

....parallelepiped configuration to demarcate a deformable portion of world co ordinate space. This has since been generalized to hyperpatches on different bases [13, 8, 17] and with generalized topologies [6, 18] FFD has also found widespread application in modelling [14, 8, 11] and animation [5, 7, 16]. In all of these, deformation is controlled by repositioning control points (much as in curve and surface design) Unfortunately, this interface is cumbersome and counter intuitive [15] as display of the lattice (control points connected in a grid) tends to clutter the screen and obscure the ....

J. E. Chadwick, D. R. Haumann, and R. E. Parent. Layered construction for deformable animated characters. Computer Graphics (SIGGRAPH '89), 23(3):243-252, July 1989.


Modeling and Deformation of the Human Body Using an.. - Nedel, Thalmann   (3 citations)  (Correct)

....during the animation. Finally, the multi layered models contain the skeleton layer, intermediate layers to simulate the body volume (muscles, fat, bones and so on) and the skin layer. A good example of layered construction and animation of deformable characters is presented by Chadwick et al. [4]. Others multi layered models were also be developed, as the ones presented by Gascuel et al. 7] Singh et al. 15] Turner [19] and Thalmann et al. 17] for example. Recently, multi layered techniques were applied to anatomically based models of humans and animals. Scheepers et al. 14] have ....

Chadwick, J.E., Haumann, D.R. and Parent, R.E. "Layered Construction for Deformable Animated Characters", Computer Graphics, v. 23, n. 3, p. 243-252, 1989.


The HUMANOID Environment for Interactive Animation .. - Boulic, Capin.. (1995)   (13 citations)  (Correct)

....they can attract the surface in their neighborhood and simulate inflation of the surface. From that general free form deformation model, we derive a specialized data structure for multilayered deformations of articulated object, where the set of control points is used to simulate the muscle layer [12,13]. According to hand topography, the main lines and wrinkles are associated with joints of the skeleton. The idea consists in defining a data structure called wrinkle on the hand surface and associate it with each of the skeleton joints. A wrinkle is defined by the following: 1) a set of ....

....skeleton configuration. Figure 3 shows how wrinkle s are designed over the hand s skin The use of constraint points allows flexible control of the shape around the joint and constrains it to maintain a constant shape during the animation, so there is no need to scale empirically control points [12] at the joints to avoid unwanted deformations like pinching. Combining control points with constraint points not only allows the control of the deformation extension on the surface, but also allows mixing smooth deformations with discontinuities on the surface. Finally, modeling skin deformation ....

Chadwick J. E., Hauman D. and Parent R. E. Layered Construction for Deformable Animated Characters. Computer Graphics, 23(3), pp 243-252, July 1989.


Technical Report 034 - Interactive Animation Of   (Correct)

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John E. Chadwick, David R. Haumann, and Richard E. Parent. Layered construction for deformable animated characters. Computer Graphics, 23(3):243--252, July 1989.


Physically Based Modelling of Human Limbs - Lee Cooper Steve (1998)   (2 citations)  (Correct)

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John E. Chadwick, David R. Haumann, and Richard E. Parent. Layered construction for deformable animated characters. In Jeffrey Lane, editor, Computer Graphics (SIGGRAPH '89 Proceedings), volume 23, pages 243-- 252, July 1989.


From 3D Shape Capture to Animated Models - Adrian Hilton Jonathan   (Correct)

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John E.Chadwick, David R.Haumann and Richard E.Parent. Layered Construction for Deformable Animated Characters. In Proceedings of SIGGRAPH '89, Boston, 31 July-4 August, 1989.


Wires: A Geometric Deformation Technique - Karan Singh Eugene (1998)   (28 citations)  (Correct)

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J. Chadwick, D. Haumann and R. Parent. Layered construction for deformable animated characters. Computer Graphics, 23(3):234--243, 1989.


Arc-Length-Based Axial Deformation and Length Preserving.. - Qunsheng Peng Xiaogang   (Correct)

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Chadwich, D.R. Haumann and R.E.Parent, Layered Construction for Deformable Animated Characters,


Models for Character Animation - Gordon Collins And   (Correct)

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John E. Chadwick, David R. Haumann, and Richard E. Parent. Layered construction for deformable animated characters. Computer Graphics (Proceedings of SIGGRAPH 89), 23(3):243--252, July 1989. Held in Boston, Massachusetts.


Layered Animation of Captured Data - Sun, Hilton, Smith, Illingworth (2000)   (4 citations)  (Correct)

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Chadwick, J. Haumann, D. R. and Parent, R. E. (1989). Layered construction for deformable animated characters. ACM Computer Graphics, 23(3):234---243.


From 3D Shape Capture to Animated Models - Adrian Hilton Jonathan   (Correct)

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John E.Chadwick, David R.Haumann and Richard E.Parent. Layered Construction for Deformable Animated Characters. In Proceedings of SIGGRAPH '89, Boston, 31 July-4 August, 1989.


Vision-based Control of 3D Facial Animation - Chai, Xiao, Hodgins (2003)   (Correct)

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J. E. Chadwick, D. R. Haumann, and R. E. Parent. Layered construction for deformable animated characters. In Proceedings of SIGGRAPH 89. Computer Graphics Proceedings, Annual Conference Series, 1989. 243252.


Skinning Characters using Surface-Oriented Free-Form.. - Karan Singh Karan (2000)   (5 citations)  (Correct)

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J. Chadwick, D. Haumann and R. Parent. Layered construction for deformable animated characters. Computer Graphics, 23(3):234--243, 1989.


A Versatile and Robust Model for Geometrically.. - Teschner.. (2004)   (Correct)

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J. Chadwick, D. Haumann, R. Parent, "Layered Construction for Deformable Animated Characters," Proc. of SIGGRAPH '89, Boston, Massachusetts, pp. 243-252, 1989.


Geometry-based Muscle Modeling for Facial Animation - Kähler, Haber, Seidel (2001)   (3 citations)  (Correct)

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J. E. Chadwick, D. R. Haumann, and R. E. Parent. Layered Construction for Deformable Animated Characters. In Computer Graphics (SIGGRAPH '89 Conf. Proc.), pages 243--252, July 1989.


Geometry-based Muscle Modeling for Facial Animation - Kähler, Haber, Seidel (2001)   (3 citations)  (Correct)

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J. E. Chadwick, D. R. Haumann, and R. E. Parent. Layered Construction for Deformable Animated Characters. In Computer Graphics (SIGGRAPH '89 Conf. Proc.), pages 243--252, July 1989.


Ph.D. Thesis Proposal: "Integration of Complex Shapes and Natural .. - Walter (1996)   (Correct)

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J. E. Chadwick, D. R. Haumann, and R. E. Parent. "Layered Construction for Deformable Animated Characters". Computer Graphics (SIGGRAPH '89 Proceedings), Vol. 23, pp. 243-- 252, July 1989.


High Resolution Acquisition, Learning and Transfer of.. - Wang, Huang, Lee.. (2004)   (Correct)

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CHADWICK J. E., HAUMANN D. R., PARENT R. E.: Layered construction for deformable animated characters. In SIGGRAPH'89.


A Versatile and Robust Model for Geometrically.. - Teschner.. (2004)   (Correct)

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J. Chadwick, D. Haumann, R. Parent, "Layered Construction for Deformable Animated Characters," Proc. of SIGGRAPH '89, Boston, Massachusetts, pp. 243-252, 1989.


Facial Communication in Networked Collaborative Virtual.. - Pandzic   (Correct)

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Chadwick J., Haumann D.R., Parent R.E., "Layered Construction for Deformable Animated Characters", Proc. SIGGRAPH'89, Computer Graphics, Vol 23, No. 3, pp. 234-243, 1989.


Solid Spaces: A Unified Approach to Describing Object Attributes - Ebert (1996)   (4 citations)  (Correct)

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Chadwick, John, Haumann, David, and Parent, Richard. Layered Construction for Deformable Animated Characters. Proceedings of SIGGRAPH'89, (Boston, Massachusetts, July 31-Aug 4,


Real-Time Animation of Realistic Virtual Humans - Kalra, Magnenat-Thalmann.. (1998)   (7 citations)  (Correct)

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J.E. Chadwick, D. Hauman, and R.E. Parent, "Layered Construction for Deformable Animated Characters," Proc. Siggraph 89, ACM Press, New York, 1989, pp. 243-252.

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