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J. E. Chadwick

dblp:57/999 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 1989
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 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 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.011989
Layered construction for deformable animated characters · SIGGRAPH 1989
Computer animation and physical simulation
physically-based modeling
0.011989
Layered construction for deformable animated characters · SIGGRAPH 1989
Computer animation and physical simulation › character animation
articulated figure animation
0.011989
Layered construction for deformable animated characters · SIGGRAPH 1989

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

robotics skeleton · 0.0muscle layer deformation · 0.0geometric deformation · 0.0
YearPublicationVenuePosition
1989 Layered construction for deformable animated characters
abstract
A methodology is proposed for creating and animating computer generated characters which combines recent research advances in robotics, physically based modeling and geometric modeling. The control points of geometric modeling deformations are constrained by an underlying articulated robotics skeleton. These deformations are tailored by the animator and act as a muscle layer to provide automatic squash and stretch behavior of the surface geometry. A hierarchy of composite deformations provides the animator with a multi-layered approach to defining both local and global transition of the character's shape. The muscle deformations determine the resulting geometric surface of the character. This approach provides independent representation of articulation from surface geometry, supports higher level motion control based on various computational models, as well as a consistent, uniform character representation which can be tuned and tweaked by the animator to meet very precise expressive qualities. A prototype system (Critter) currently under development demonstrates research results towards layered construction of deformable animated characters.
J. E. Chadwick, David R. Haumann, Richard E. Parent
SIGGRAPH1