@inproceedings{Turquin:2004:SGV,
optpostscript = {},
www = {http://artis.imag.fr/Publications/2004/TCH04/},
optaddress = {},
author = {Emmanuel Turquin and Marie-Paule Cani and John F. Hughes},
optkey = {},
optannote = {},
optseries = {},
editor = {Joaquim A. Jorge and John F. Hughes},
url = {http://www-evasion.inrialpes.fr/Publications/2004/TCH04/},
localfile = {papers/Turquin.2004.SGV.pdf},
optisbn = {},
publisher = {Eurographics},
organization = {},
optmonth = {},
optciteseer = {},
optdoi =
{http://diglib.eg.org/EG/DL/WS/SBM/SBM04/175-182.pdf.abstract.pdf;internal&action=paperabstract.action},
optpages = {},
optcrossref = {},
booktitle = {Eurographics Workshop on Sketch-Based Interfaces (SBM'04)},
optvolume = {},
optnumber = {},
abstract = {We present a method for simply and interactively creating basic
garments for dressing virtual characters in applications like
video games. The user draws an outline of the front or back of the
garment, and the system makes reasonable geometric inferences
about the overall shape of the garment (ignoring constraints
arising from physics and from the material of the garment). Thus
both the garment’s shape and the way the character is wearing it
are determined at once. We use the distance from the 2D garment
silhouette to the character model to infer the variations of the
distance between the remainder of the garment and the character in
3D. The garment surface is generated from the silhouette and
border lines and this varying distance information, thanks to a
data-structure that stores the distance field to the character’s
body. This method is integrated in an interactive system in which
the user sketches the garment over the 3D model of the character.
Our results show that the system can be used to create both
standard clothes (skirts, shirts) and other garments that may be
worn in a variety of ways (scarves, panchos).},
title = {{S}ketching {G}arments for {V}irtual {C}haracters},
year = {2004},
}
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