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Frank Hanner

dblp:122/6494 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2009
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
Geometric modeling and processing · 50% Computer animation and physical simulation · 50%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › skinning
pose space deformation
0.112009
Practical experiences with pose space deformation · SIGGRAPH ASIA Sketches 2009
Geometric modeling and processing › shape deformation
shape interpolation
0.112009
Practical experiences with pose space deformation · SIGGRAPH ASIA Sketches 2009

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

scattered-data interpolation · 0.1radial basis functions · 0.1
YearPublicationVenuePosition
2009 Practical experiences with pose space deformation
abstract
Pose Space Deformation (PSD) [Lewis et al. 2000] is a shape interpolation technique for animation. This method uses radial basis functions (RBFs) to perform per-vertex, multidimensional scattered-data interpolation. This formulation effectively interpolates a driven shape according to a set of targets, each at a particular driver value. In the case of correcting a pinched elbow, the skinned geometry is the driven, the targets are the sculpted adjustments, and the driver is the elbow joint. This paper presents some practical experience with PSD acquired while creating the film BOLT.
Gene S. Lee, Frank Hanner
SIGGRAPH ASIA Sketches2