“Progressive skinning for video game character animations” by Pilgrim, Aguado, Mitchell and Steed

  • ©Simon James Pilgrim, Alberto Aguado, Kenny Mitchell, and Anthony Steed

Conference:


Type(s):


Title:

    Progressive skinning for video game character animations

Session/Category Title:   Rigging the Game


Presenter(s)/Author(s):



Abstract:


    A level-of-detail character animation system for video games that can be used in conjunction with existing data on current gaming systems.

References:


    1. Hoppe, H. 1996. Progressive meshes. In Proceedings of ACM SIGGRAPH 1996, ACM Press/ACM SIGGRAPH, New York, Computer Graphics Proceedings, Annual Conference Series, ACM, 99–108.
    2. James, D., and Twigg, C. 2005. Skinning mesh animations. ACM Transactions on Graphics 24, 3, 399–407.
    3. Mohr, A., and Gleicher, M. 2003. Building efficient, accurate character skins from examples. ACM Transactions on Graphics 22, 3, 562–568.


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