Zobrazeno 1 - 6
of 6
pro vyhledávání: '"Antonin Bernardin"'
Autor:
Antonin Bernardin, Eulalie Coevoet, Paul Kry, Sheldon Andrews, Christian Duriez, Maud Marchal
Publikováno v:
ACM Transactions on Graphics
ACM Transactions on Graphics, 2023, 42 (1), pp.1-14. ⟨10.1145/3551889⟩
ACM Transactions on Graphics, 2023, 42 (1), pp.1-14. ⟨10.1145/3551889⟩
International audience; In this paper, we propose a physics-based model of suction phenomenon to achieve simulation of deformable objects like suction cups. Our model uses a constraint-based formulation to simulate the variations of pressure inside s
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::95399ace48747a01857b0249aae2a4ec
https://inria.hal.science/hal-03869711
https://inria.hal.science/hal-03869711
Autor:
Antonin Bernardin, Guillaume Cortes, Florian Nouviale, Rebecca Fribourg, Hakim Si-Mohammed, Tiffany Luong
Publikováno v:
VR 2018-IEEE Conference on Virtual Reality and 3D User Interfaces
VR 2018-IEEE Conference on Virtual Reality and 3D User Interfaces, Mar 2018, Reutlingen, Germany. pp.860-861, ⟨10.1109/VR.2018.8446047⟩
VR
VR 2018-IEEE Conference on Virtual Reality and 3D User Interfaces, Mar 2018, Reutlingen, Germany. pp.860-861, ⟨10.1109/VR.2018.8446047⟩
VR
International audience; In this paper, we propose 3D user interfaces (3DUI) that are adapted to specific Virtual Reality (VR) tasks: climbing a ladder using a puppet metaphor, piloting a drone thanks to a 3D virtual compass and stacking 3D objects wi
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::ec6cf3eca0d21c01bf56d4354c0657d7
https://hal.inria.fr/hal-01949784
https://hal.inria.fr/hal-01949784
Publikováno v:
MIG
MIG 2017-Motion in Games
MIG 2017-Motion in Games, Nov 2017, Barcelona, Spain. ⟨10.1145/3136457.3136466⟩
MIG 2017-Motion in Games
MIG 2017-Motion in Games, Nov 2017, Barcelona, Spain. ⟨10.1145/3136457.3136466⟩
International audience; In character animation, it is often the case that motions created or captured on a specific morphology need to be reused on characters having a different morphology while maintaining specific relationships such as body contact
Publikováno v:
FedCSIS 2017-Federated Conference on Computer Science and Information Systems
FedCSIS 2017-Federated Conference on Computer Science and Information Systems, Sep 2017, Prague, Czech Republic. pp.441-444, ⟨10.15439/2017F98⟩
FedCSIS
FedCSIS 2017-Federated Conference on Computer Science and Information Systems, Sep 2017, Prague, Czech Republic. pp.441-444, ⟨10.15439/2017F98⟩
FedCSIS
International audience; Human-like characters can be modeled by suitable skeletal structures, which basically consist in trees where edges represent bones and vertices are joints between two adjacent bones. Motion is then defined as variations of the
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::d9b620d5bb34757cf7071f0a83508760
https://hal.inria.fr/hal-01632860/file/wco17-DG-human-posture.pdf
https://hal.inria.fr/hal-01632860/file/wco17-DG-human-posture.pdf
Autor:
BERNARDIN, ANTONIN, COEVOET, EULALIE, KRY, PAUL, ANDREWS, SHELDON, DURIEZ, CHRISTIAN, MARCHAL, MAUD
Publikováno v:
ACM Transactions on Graphics; Feb2023, Vol. 42 Issue 1, p1-14, 14p