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In recent years, 3D graphics has become an increasingly important part of the multimedia web experience. Following on from the advent of the X3D standard and the definition of a declarative approach to presenting 3D graphics on the web, the rise of WebGL has allowed lower level access to graphics hardware of ever increasing power. In parallel, remote(More)
In visual effects production the amount of digital assets to be created is constantly increasing [2]. These assets can be two dimensional images, three dimensional geometries or animated scenes with multiple characters, large scenarios and complex shading. In order to properly review the creation process for all these contents, it is necessary to rapidly(More)
This paper describes the design, implementation and results of a system to animate a virtual character to sign in International Sign (IS) By automatically parsing the input data, the system blends animations smoothly together in order to create a coherent and understandable presentation in sign language, with equal importance assigned to both hand and(More)
While working on the visual effects for <i>The Jungle Book</i>, we had to produce high quality daily previews for internal and client reviews. These included fur, complex environments and many animated characters. To do this efficiently, we used <i>RenderFlow</i>, a pipeline-aware rendering API developed at MPC to build complex scenes, render elements(More)
Facial animation of 3D characters is frequently a time-consuming and repetitive process that involves either skeleton-rigging or pose-setting for morph targets. A major issue of concern is the necessity to repeat similar tasks for different models, re-creating the same animation system for several faces. Thus there is a need for reusable methods and tools(More)
This paper presents a reusable model for rapid animation of the walkcycle of virtual biped characters, with implicit retargeting of motion capture to any character, regardless of dimensions. Despite modern software continuously improving the quality of automatic assistance, the process of animating a biped character still requires substantial manual(More)
Among the procedural skinning methods, implicit skinning [Vaillant et al. 2014] allows to achieve effects like bulge in contact with the use of gradient-based operators, but fine details like wrinkling are missing. Physics-inspired methods make use of the stretch tensor to produce controllable, believable results at acceptable computational cost [Rohmer et(More)
Digital characters are common in modern films visual effects and the demand for digital actors has increased during the past few years. The success of digitally created actors is related to their believability and, in particular, the realism of the animation and simulation of their faces. Facial expressions in computer graphics are commonly obtained through(More)
Understanding the design of 3D graphical user interfaces is not as simple as doing so for their 2D counterparts. While 3D naturally has an extra dimension in which to display graphics, and thus has the potential to increase the accessible area in which information can be presented to the user, 3D also presents entirely new ways to impede user performance(More)
Recent developments in character rigging and animation shape the computer graphics industry in general and visual effects in particular. Advances in deformation techniques, which include linear blend skinning, dual quaternion skinning and shape interpolation, meet with sophisticated muscle and skin simulations to produce more realistic results. Effects such(More)