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Automated real-time animation
(2008)
Producing animation for the computer game/entertainment industry is a time-
consuming, difficult process. One approach to maximizing the utility of previously
animated sequences is to blend and warp pre-existing sequences ...
Prose warping for realtime animation
(2007)
3D computer games with animated characters are restricted to the animations provided
by an animator. This thesis explores a method for having a character perform different
animations using only simple base animations ...