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dc.contributor.authorHeeren, Behrend
dc.contributor.authorRumpf, Martin
dc.contributor.editorSkuppin, Lara
dc.contributor.editorMunday, Sara
dc.contributor.editorJahns, Sophia
dc.date.accessioned2020-10-07T09:00:13Z
dc.date.available2020-10-07T09:00:13Z
dc.date.issued2020-10-07
dc.identifier.urihttp://publications.mfo.de/handle/mfo/3798
dc.description.abstractNowadays 3D computer animation is increasingly realistic as the models used for the characters become more and more complex. These models are typically represented by meshes of hundreds of thousands or even millions of triangles. The mathematical notion of a shape space allows us to effectively model, manipulate, and animate such meshes. Once an appropriate notion of dissimilarity measure between different triangular meshes is defined, various useful tools in character modeling and animation turn out to coincide with basic geometric operations derived from this definition.en_US
dc.language.isoenen_US
dc.publisherMathematisches Forschungsinstitut Oberwolfachen_US
dc.relation.ispartofseriesSnapshots of modern mathematics from Oberwolfach;2020,07
dc.rightsAttribution-ShareAlike 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-sa/4.0/*
dc.titleShape space – a paradigm for character animation in computer graphicsen_US
dc.typeArticleen_US
dc.identifier.doi10.14760/SNAP-2020-007-EN
local.series.idSNAP-2020-007-ENen_US
local.subject.snapshotNumerics and Scientific Computingen_US
dc.identifier.urnurn:nbn:de:101:1-2020100714540792661339
dc.identifier.ppn1735135968


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Attribution-ShareAlike 4.0 International
Except where otherwise noted, this item's license is described as Attribution-ShareAlike 4.0 International