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Titlebook: Computer Animation and Simulation ’96; Proceedings of the E Ronan Boulic,Gerard Hégron Conference proceedings 1996 Springer-Verlag/Wien 199

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書目名稱Computer Animation and Simulation ’96
副標題Proceedings of the E
編輯Ronan Boulic,Gerard Hégron
視頻videohttp://file.papertrans.cn/234/233467/233467.mp4
叢書名稱Eurographics
圖書封面Titlebook: Computer Animation and Simulation ’96; Proceedings of the E Ronan Boulic,Gerard Hégron Conference proceedings 1996 Springer-Verlag/Wien 199
描述The 14 papers in this volume vividly demonstrate the current state of research in real-time animation. Half of the papers are dedicated to algorithm allowing the real-time animation of complex articulated structure in particular (humans, legged robots, plants) and of dynamic scenes in general. The proposed approaches cover from motion capture to motion reusability which are essential issues for high-end applications as 3D games, virtual reality, etc.Other topics treated are motion management for fast design of realistic movements, 2D and 3D deformations, and various optimization techniques for simulation (adaptive mass-spring refinement, huge particule systems).
出版日期Conference proceedings 1996
關(guān)鍵詞3D; 3D graphics; Animation; Interpolation; algorithms; computer animation; model; modeling; simulation; virtu
版次1
doihttps://doi.org/10.1007/978-3-7091-7486-9
isbn_softcover978-3-211-82885-4
isbn_ebook978-3-7091-7486-9Series ISSN 0946-2767
issn_series 0946-2767
copyrightSpringer-Verlag/Wien 1996
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Adaptive Refinement for Mass/Spring Simulationsurate results if too coarse a discretisation is employed, and so many animators use excessively large (and slow) networks. In order to remove the ‘guesswork’ from such an approach this paper presents a mechanism for adaptively refining portions of such systems to a required accuracy, thereby produci
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A Biomechanical Musculoskeletal Model of Human Upper Limb for Dynamic Simulationed from the Visible Human imaging Dataset. This model includes the mechanical properties for bones, joints and muscles lines of action. This work has been done as a part of the European Esprit Project CHARM. Its objective is to develop a Comprehensive Human Animation Resource Model allowing the dyna
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