| Cobbertl E, Balaguer JF (1995) An Integrated Environment to Visually Construct 3D Animations. Proc. SICGRAPH: 395-398. |
....the class hierarchy of the animation subsystem. Then, we show how the animation behavior is obtained using hierarchical data flow constraints. Other aspects of Virtual Studio are presented elsewhere: references [13] 14] presents the underlying graphics architecture (named VB) references [1] 2][15] provides a general overview of the animation system, and references [1] 3] detail the data reduction algorithm. 2 Object Model 2.1 Primitive Elements In Virtual Studio, there is no intrinsic difference between user interface and application objects. The tight integration between all the ....
....the definition of information modules that provide levels of abstraction that can be composed to build more sophisti cated behavior. ttierarchical constraints. The hi directional information exchange between components required to integrate animated and interactive behaviors [6] 12] 14] [15] is obtained with hierarchical multi way constraints [5] maintaining long lived relations between active variables. To support local propagation, constraint objects are composed of a declarative part defining the type of relation that has to be maintained and the set of constrained variables, as ....
Cobbertl E, Balaguer JF (1995) An Integrated Environment to Visually Construct 3D Animations. Proc. SICGRAPH: 395-398.
....BLOX method which uses flat jigsaw like pieces to 3D using cubes that can be snapped together much like childrens building blocks [2] Producing 3D animations is the aim of at least two visual programming systems which illustrate different directions these tools can take. Virtuality Builder II [3] is an integrated 3D environment in which constraint and object paths can be specified to create animations. VPLA [5] is an interpreted language specified by a 3D network editor that describes components of an animation in terms of hierarchical objects and actions on them such as transformations, ....
E. Gobbetti and J.-F. Balaguer. An integrated environment to visually construct 3d animations. Computer Graphics, Proceedings of SIGGRAPH 95, pages 395--398, 1995.
....in the Sketchpad system [9] Constraints enforce hidden relations between objects as they are common in layouts or animations. For example several kinds of 2D animations can be expressed as constraints in Amulet [6] and there exists a constraint based sytem to visually construct 3D animations [4]. In fact many animation techniques in the literature, e.g. inverse kinematics, morphing, flocking, particle systems, are specified by sets of constraints, where one or more variables are manipulated over time. The animation is produced as the constraint solver tries to satisfy the constraints ....
Enrico Gobbetti and Jean-Francis Balaguer. An Integrated Environment to Visually Construct 3D Animations. In Proceedings of SIGGRAPH'95, 1995.
....of models in the virtual environment, where the types of paths may be spline curves or trajectories of footsteps. Another examples is Virtual Studio, which is an integrated environment to visually construct 3D animations where all interactions are drawn directly in three dimensions [Gobbetti 95a, Gobbetti 95b] By recording the effects of user s manipulations and taking into account the temporal aspect of interaction, straight ahead animations can be defined. We should notice that 3D sketching in the system could synchronize among motions by connecting and binding curves. The visual methods ....
Enrico Gobbetti and Jean-Francis Balaguer, "An Integrated Environment to Visually Construct 3D Animations", Proc. SIGGRAPH'95.
....of footsteps. Figure 2 shows footstep driven animation used in Character Studio plugged in 3D Studio MAX. Another examples is Virtual Studio, which is an integrated environment to visually construct 3D animations where all interactions are drawn directly in three dimensions [Gobbetti 95a, Gobbetti 95b] By recording the effects of user s manipulations and taking into account the temporal aspect of interaction, straight ahead animations can be defined. We should notice that 3D sketching in the system could synchronize among motions by connecting and binding curves. The visual methods ....
Enrico Gobbetti and Jean-Francis Balaguer, "An Integrated Environment to Visually Construct 3D Animations", Proc. SIGGRAPH'95.
....the Sketchpad system[Sut63] Constraints enforce hidden relations between objects as they are common in layouts or animations. For example several kinds of 2D animations can be expressed as constraints in Amulet [MMMF96] and there exists a constraintbased sytem to visually construct 3D animations[GB95]. In fact many animation techniques in the literature, e.g. inverse kinematics, morphing, flocking, particle systems, are specified by sets of constraints, then one or more variables are manipulated over time. The animation is produced as the constraint solver tries to satisfy the constraints by ....
Enrico Gobbetti and Jean-Francis Balaguer. An Integrated Environment to Visually Construct 3D Animations. In Proceedings of SIGGRAPH'95, 1995.
....for widespread use. 5.2 Related Work IBAL s design shares commonalities with many previous works in graphics. Interaction based tools, such as CONMAN [11] and VTK [25] interconnect components to compose formulas and algorithms, while other graphics tools, such as CONDOR [15] T BAG [7] and VB2 [10], interconnect components to form constraints. However, unlike IBAL, these other tool sets provide few primitives to control interactions dynamically or to manage interactions hierarchically. The interactions are neither firstclass nor separate from the components they interconnect; thus, they are ....
GOBBETTI, E., AND BALAGUER, J. An Integrated Environment to Visually Construct 3D Animations. In Computer Graphics (Aug. 1995), ACM SIGGRAPH, pp. 395--398.
....intended users) have shown that significant productivity gains are possible over conventional 2D interface technology. Gobbetti and Balaguer at the Center for Advanced Studies, Research and Development in Sardinia, created an integrated environment for the rapid prototyping of 3D virtual worlds [Gobbetti and Balaguer 1995]. Their system is built on top of the VB2 system, a graphics architecture based on objects and constraints developed by the authors at the Swiss Federal Institute of Technology, Lausanne [Gobbetti and Balaguer 1993] The animation system has a fully 3D user interface that uses two hands for input ....
E. Gobbetti and J.-F. Balaguer (1995). "An integrated environment to visually construct 3D animations.
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Gobbetti E, Balaguer JF (1995) An Integrated Environment to Visually Construct 3D Animation. Proceedings ACM SIGGRAPH.
No context found.
Gobbetti E, Balaguer JF (1995) An Integrated Environment to Visually Construct 3D Animations. Proc. SIGGRAPH.
....with two dimensional worlds, it starts to show limitations when interacting with three dimensional worlds. Major drawbacks of this solution are the lack of correlation between manipulation and effect as well as the high degree of cognitive separation between users and the models they are editing [21, 33, 32]. The inadequacy of user interfaces based on 2D input devices and 2D mindsets becomes particularly evident in applications that require users to specify complex spatial information, such as 3D modeling and animation, motion control, or surface modeling. In all these cases, the low bandwidth ....
.... starting to demonstrate practical effectiveness in real industrial settings (see, for example [93, 5, 40, 29] showing without questions, that VR technology is starting to hold its promises [98] Nonetheless, current systems are quite primitive, particularly with respect to their user interfaces [32]. Not only are advances in interface hardware and software required, but a better understanding of many user issues is needed. 2 Requirements The goal of virtual reality is to put the user in the loop of a real time simulation, immersed in a world that can be both autonomous and responsive to its ....
GOBBETTI, E., AND BALAGUER, J. An integrated environment to visually construct 3D animations. In SIGGRAPH 95 Multimedia Conference Proceedings (Conference held in Los Angeles, CA, USA, Aug. 1995), R. Cook, Ed., Annual Conference Series, ACM SIGGRAPH, Addison-Wesley.
No context found.
Gobbetti E, Balaguer JF (1995) An Integrated Environment to Visually Construct 3D Animation. Proceedings ACM SIGGRAPH.
....the class hierarchy of the animation subsystem. Then, we show how the animation behavior is obtained using hierarchical data flow constraints. Other aspects of Virtual Studio are presented elsewhere: references [13] 14] presents the underlying graphics architecture (named VB2) references [1] 2][15] provides a general overview of the animation system, and references [1] 3] detail the data reduction algorithm. 2 Object Model 2.1 Primitive Elements In Virtual Studio, there is no intrinsic difference between user interface and application objects. The tight integration between all the ....
....permits the definition of information modules that provide levels of abstraction that can be composed to build more sophisticated behavior. Hierarchical constraints. The bi directional information exchange between components required to integrate animated and interactive behaviors [6] 12] 14][15] is obtained with hierarchical multi way constraints [5] maintaining long lived relations between active variables. To support local propagation, constraint objects are composed of a declarative part defining the type of relation that has to be maintained and the set of constrained variables, as ....
Gobbetti E, Balaguer JF (1995) An Integrated Environment to Visually Construct 3D Animations. Proc. SIGGRAPH: 395-398.
No context found.
Gobbetti E, Balaguer JF (1995) An Integrated Environment to Visually Construct 3D Animation. Proceedings ACM SIGGRAPH.
No context found.
Gobbetti E., Balaguer J. F., "An Integrated Environment to Visually Construct 3D Animations", Computer Graphics, Proceedings of SIGGRAPH'95, August 1995.
No context found.
Gobetti, E., and Balaguer, J.-F., An Integrated Environment to Visually Construct 3D Animations, Proc. ACM SIGGRAPH (Los Angeles 1995).
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