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Javier S. Zurdo

dblp:49/9379 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2013
0009-0008-3812-0848ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
cloth simulation
0.212013
Animating Wrinkles by Example on Non-Skinned Cloth · IEEE Trans. Vis. Comput. Graph. 2013
Computer animation and physical simulation › data-driven animation
example-based animation
0.012013
Animating Wrinkles by Example on Non-Skinned Cloth · IEEE Trans. Vis. Comput. Graph. 2013

Methods — techniques the papers use, named apart from their topics

low-to-high resolution correspondence · 0.2example-based synthesis · 0.2
YearPublicationVenuePosition
2013 Animating Wrinkles by Example on Non-Skinned Cloth
abstract
The simulation of cloth with rich folds and wrinkles is a computationally expensive process. In this paper, we introduce an example-based algorithm for fast animation of plausible cloth wrinkles. Our algorithm does not depend on a character's pose, therefore it is valid for loose dresses, curtains, etc., not just cloth defined by skinning techniques. Central to our approach is a correspondence between low and high-resolution cloth deformations, both at the training and synthesis stages. Based on this correspondence, we define an algorithm for synthesizing cloth wrinkles as a function of the deformation of a low-resolution cloth and a set of example poses. We demonstrate the animation of plausible high-resolution wrinkles at high frame rates, suitable for interactive applications such as video games.
Javier S. Zurdo, Juan P. Brito, Miguel A. Otaduy
IEEE Trans. Vis. Comput. Graph.1