Abstract
This paper presents a simple, effective method for constructing elbow and knee joints between rigid NURBS-based human body segments for animation. The purpose is to automatically and efficiently manipulate NURBS joint patches to provide smooth, realistic joint action. The production of fine surface detail is also illustrated by creating wrinkles in the joint acute angle, also in a simple, effective manner. By automating such processes the need to manually add surface detail is reduced; animator input and animation time is decreased.
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© 2006 Springer
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Byrnes, D., Li, L. (2006). JOINING NURBS-BASED BODY SECTIONS FOR HUMAN CHARACTER ANIMATION. In: Wojciechowski, K., Smolka, B., Palus, H., Kozera, R., Skarbek, W., Noakes, L. (eds) Computer Vision and Graphics. Computational Imaging and Vision, vol 32. Springer, Dordrecht. https://doi.org/10.1007/1-4020-4179-9_156
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DOI: https://doi.org/10.1007/1-4020-4179-9_156
Publisher Name: Springer, Dordrecht
Print ISBN: 978-1-4020-4178-5
Online ISBN: 978-1-4020-4179-2
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