Shape space – a paradigm for character animation in computer graphics
dc.bibliographicCitation.seriesTitle | Snapshots of Modern Mathematics from Oberwolfach | eng |
dc.bibliographicCitation.volume | 7/2020 | |
dc.contributor.author | Heeren, Behrend | |
dc.contributor.author | Rumpf, Martin | |
dc.date.accessioned | 2022-08-05T08:11:37Z | |
dc.date.available | 2022-08-05T08:11:37Z | |
dc.date.issued | 2020 | |
dc.description.abstract | Nowadays 3D computer animation is increasingly realistic as the models used for the characters become more and more complex. These models are typically represented by meshes of hundreds of thousands or even millions of triangles. The mathematical notion of a shape space allows us to effectively model, manipulate, and animate such meshes. Once an appropriate notion of dissimilarity measure between different triangular meshes is defined, various useful tools in character modeling and animation turn out to coincide with basic geometric operations derived from this definition. | eng |
dc.description.version | publishedVersion | eng |
dc.identifier.uri | https://oa.tib.eu/renate/handle/123456789/9931 | |
dc.identifier.uri | http://dx.doi.org/10.34657/8969 | |
dc.language.iso | eng | |
dc.publisher | Oberwolfach : Mathematisches Forschungsinstitut Oberwolfach gGmbH | |
dc.relation.doi | https://doi.org/10.14760/SNAP-2020-007-EN | |
dc.relation.essn | 2626-1995 | |
dc.rights.license | CC BY-SA 4.0 Unported | eng |
dc.rights.uri | https://creativecommons.org/licenses/by-sa/4.0/ | eng |
dc.subject.ddc | 510 | |
dc.subject.other | Numerics and Scientific Computing | eng |
dc.title | Shape space – a paradigm for character animation in computer graphics | eng |
dc.type | Report | eng |
dc.type | Text | eng |
dcterms.extent | 14 S. | |
tib.accessRights | openAccess | |
wgl.contributor | MFO | |
wgl.subject | Mathematik | |
wgl.type | Report / Forschungsbericht / Arbeitspapier |
Files
Original bundle
1 - 1 of 1