Mustafa Kasap

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In current computer games and simulation environments, individuality of virtual character bodies are mainly constructed using different textures and accessories. However, this type of modeling generates anthropometrically similar shapes due to the reliance on a single or few body models. Alternatively, using large variety of body size models require larger(More)
The general trend in character modeling is toward the personalization of models with higher levels of visual realism. This becomes possible with the development of commodity computation resources that are capable of processing massive data in parallel across multiple processors. On the other hand, there is always a trade-off between the quantity of the(More)
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