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[TCH+04]  Sketching Garments for Virtual Characters

Turquin:2004:SGV (In proceedings)
Author(s)Turquin E., Cani M.P. and Hughes J.
Title« Sketching Garments for Virtual Characters »
InEurographics Workshop on Sketch-Based Interfaces (SBM'04)
Editor(s)Joaquim A. Jorge and John F. Hughes
Year2004
PublisherEurographics
URLhttp://www-evasion.inrialpes.fr/Publications/2004/TCH04/
Editor(s)Joaquim A. Jorge and John F. Hughes

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).

BibTeX code
@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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