Inverse kinematics techniques in computer graphics: A survey
Inverse kinematics (IK) is the use of kinematic equations to determine the joint parameters of
a manipulator so that the end effector moves to a desired position; IK can be applied in many …
a manipulator so that the end effector moves to a desired position; IK can be applied in many …
On linear variational surface deformation methods
This survey reviews the recent advances in linear variational mesh deformation techniques.
These methods were developed for editing detailed high-resolution meshes like those …
These methods were developed for editing detailed high-resolution meshes like those …
Nerf-editing: geometry editing of neural radiance fields
Implicit neural rendering, especially Neural Radiance Field (NeRF), has shown great
potential in novel view synthesis of a scene. However, current NeRF-based methods cannot …
potential in novel view synthesis of a scene. However, current NeRF-based methods cannot …
Avatarposer: Articulated full-body pose tracking from sparse motion sensing
Abstract Today's Mixed Reality head-mounted displays track the user's head pose in world
space as well as the user's hands for interaction in both Augmented Reality and Virtual …
space as well as the user's hands for interaction in both Augmented Reality and Virtual …
FABRIK: A fast, iterative solver for the Inverse Kinematics problem
Inverse Kinematics is defined as the problem of determining a set of appropriate joint
configurations for which the end effectors move to desired positions as smoothly, rapidly …
configurations for which the end effectors move to desired positions as smoothly, rapidly …
[PDF][PDF] Practice and theory of blendshape facial models.
Abstract “Blendshapes”, a simple linear model of facial expression, is the prevalent
approach to realistic facial animation. It has driven animated characters in Hollywood films …
approach to realistic facial animation. It has driven animated characters in Hollywood films …
Harmonic coordinates for character articulation
In this paper we consider the problem of creating and controlling volume deformations used
to articulate characters for use in high-end applications such as computer generated feature …
to articulate characters for use in high-end applications such as computer generated feature …
Real-time character inverse kinematics using the gauss-seidel iterative approximation method
B Kenwright - arxiv preprint arxiv:2211.00330, 2022 - arxiv.org
We present a realistic, robust, and computationally fast method of solving highly non-linear
inverse kinematic problems with angular limits using the Gauss-Seidel iterative method. Our …
inverse kinematic problems with angular limits using the Gauss-Seidel iterative method. Our …
[PDF][PDF] Laplacian mesh processing
O Sorkine - Eurographics (State of the Art Reports), 2005 - diglib.eg.org
Surface representation and processing is one of the key topics in computer graphics and
geometric modeling, since it greatly affects the range of possible applications. In this paper …
geometric modeling, since it greatly affects the range of possible applications. In this paper …
Example-based elastic materials
We propose an example-based approach for simulating complex elastic material behavior.
Supplied with a few poses that characterize a given object, our system starts by constructing …
Supplied with a few poses that characterize a given object, our system starts by constructing …