Marie-Paule Cani

Learn More
This paper presents a robust, adaptive method for animating dynamic visco-elastic deformable objects that provides a guaranteed frame rate. Our approach uses a novel automatic <i>space and time adaptive</i> level of detail technique, in combination with a large-displacement (Green) strain tensor formulation. The body is partitioned in a non-nested(More)
Simulating human hair is recognized as one of the most difficult tasks in computer animation. In this paper, we show that the Kirchhoff equations for dynamic, inextensible elastic rods can be used for accurately predicting hair motion. These equations fully account for the nonlinear behavior of hair strands with respect to bending and twisting. We introduce(More)
Interactive environments for dynamically deforming objects play an important role in surgery simulation and entertainment technology. These environments require fast deformable models and very efficient collision handling techniques. While collision detection for rigid bodies is well-investigated, collision detection for deformable objects introduces(More)
This paper presents an implicit deformable model, based on isosurfaces of potential fields generated by skeletons, that provides elegant and unified formulations for both geometric parameters such as shape or deformation and physical properties such as rigidity. The model is especially designed to improve collision and contact processing for non-rigid(More)
We present a multi-scale algorithm for mapping a texture defined by an input image onto an arbitrary surface. It avoids the generation and storage of a new, specific texture. The idea is to progressively cover the surface by texture patches of various sizes and shapes, selected from a single input image. The process starts with large patches. A mapping that(More)
Realistic hair modeling is a fundamental part of creating virtual humans in computer graphics. This paper surveys the state of the art in the major topics of hair modeling: hairstyling, hair simulation, and hair rendering. Because of the difficult, often unsolved problems that arise in alt these areas, a broad diversity of approaches is used, each with(More)
We present an adaptive scheme for the interactive animation and display of ocean waves far from the coast. Relying on a procedural wave model, the method restricts computations to the visible part of the ocean surface, adapts the geometric resolution to the viewing distance and only considers the visible waves wavelengths. This yields real-time(More)
for rapid shape prototyping. The sculpted shape is the isosurface of a scalar field spatially sampled. The user can deposit material wherever he desires in space and then iteratively refine it, using a tool to add, remove, paint, or smooth some material. We allow the use of free-form tools that can be designed inside the application. We also propose a(More)
This paper presents a general approach for designing and animating complex deformable models with implicit surfaces. Implicit surfaces are introduced as an extra layer coating any kind of structure that moves and deforms over time. Offering a compact definition of a smooth surface around an object, they provide an efficient collision detection mechanism.(More)