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Titlebook: Computer Animation and Simulation ’99; Proceedings of the E Nadia Magnenat-Thalmann,Daniel Thalmann Conference proceedings 1999 Springer-Ve

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樓主: Hallucination
21#
發(fā)表于 2025-3-25 04:46:52 | 只看該作者
22#
發(fā)表于 2025-3-25 08:19:29 | 只看該作者
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發(fā)表于 2025-3-25 14:09:02 | 只看該作者
24#
發(fā)表于 2025-3-25 17:54:35 | 只看該作者
25#
發(fā)表于 2025-3-25 23:59:35 | 只看該作者
https://doi.org/10.1007/978-3-540-48701-2ate complex motions. This problem can be solved by the use of animation levels of detail. These manage the computation complexity by selecting the way each model is computed. An animation level of detail of an object consist in a set of animation models with different computation costs. In this pape
26#
發(fā)表于 2025-3-26 01:57:50 | 只看該作者
27#
發(fā)表于 2025-3-26 07:11:52 | 只看該作者
28#
發(fā)表于 2025-3-26 11:54:35 | 只看該作者
https://doi.org/10.1007/978-3-540-48701-2d by performing psychophysical experiments. We demonstrate the feasibility of using this model as the basis for perceptual scheduling of interruptible collision detection in a real-time animation of large numbers of visually homogeneous objects. The user’s point of fixation may be either tracked or
29#
發(fā)表于 2025-3-26 14:50:22 | 只看該作者
30#
發(fā)表于 2025-3-26 20:15:54 | 只看該作者
https://doi.org/10.1007/978-3-540-48701-2ure systems are now becoming increasingly important within user-controlled virtual environments. This paper discusses real-time interaction with virtual world through the visual analysis of human facial features from video. The underlying approach to recognize and analyze the facial movements of a r
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