<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0">
  <channel>
    <title>DSpace Collection:</title>
    <link>http://hdl.handle.net/1880/45700</link>
    <description />
    <pubDate>Mon, 20 May 2013 06:34:25 GMT</pubDate>
    <dc:date>2013-05-20T06:34:25Z</dc:date>
    <item>
      <title>TOWARDS GENERALISED MOTION DYNAMICS FOR ANIMATION</title>
      <link>http://hdl.handle.net/1880/46626</link>
      <description>Title: TOWARDS GENERALISED MOTION DYNAMICS FOR ANIMATION
Authors: Herr, Charles; Wyvill, Brian
Abstract: Dynamic simulation has the advantage that the motion is produced from
a model of the real world. However, including such physical descriptions
in an animation system in a general way is difficult due to the problem
of describing the simulation in high level terms. The lowest level
primitives are forces, torques and masses and a set of differential
equations that relate these primitives to the motion. We describe here
an approach to integrating a high level set of primitives into a 
general purpose animation system via an intermediate language called
CHARLI. Interactive user interfaces can be built on top of CHARLI to
allow a user to specify motion dynamics for a fairly complex set of
interacting bodies.</description>
      <pubDate>Wed, 01 Nov 1989 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1880/46626</guid>
      <dc:date>1989-11-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>A SURVEY OF LAYERED CONSTRUCTION TECHNIQUES USING DEFORMABLE
MODELS IN THE ANIMATION OF ARTICULATED FIGURES</title>
      <link>http://hdl.handle.net/1880/46256</link>
      <description>Title: A SURVEY OF LAYERED CONSTRUCTION TECHNIQUES USING DEFORMABLE
MODELS IN THE ANIMATION OF ARTICULATED FIGURES
Authors: Lemos, Robson; Wyvill, Brian
Abstract: A survey on layered construction techniques using deformable models such as 
muscle, fatty tissue or skin in the animation of articulated figures is
presented.  The main goal is to describe the present layered construction techniques
and to identify the relationships between them in the application to a range
of issues in the animation of articulated figures including geometric 
deformation models and biomechanic based models used to model and to animate
parts of the bodies of humans and animals.  Finally, some open problems and 
trends in the utilization of such techniques are presented.</description>
      <pubDate>Tue, 01 Dec 1998 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1880/46256</guid>
      <dc:date>1998-12-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>TEXTURE MAPPING THE  BLOBTREE</title>
      <link>http://hdl.handle.net/1880/46255</link>
      <description>Title: TEXTURE MAPPING THE  BLOBTREE
Authors: Tigges, Mark; Wyvill, Brian
Abstract: Recently an automatic solution to the problem of applying 2D textures to an
implicit surface has been introduced (13).  The method derives a uv-texture
coordinate system by tracing particles from the implicit surface to a \fIsupport
surface\fR.  In this paper, we describe the adaptation of this algorithm to the
\fIBlobTree\fR data structure.  The \fIBlobTree\fR provides an implicit modelling system
through a hierarchy of blends, CSG and warping applied to primitives.  There
are several problems involved in applying textures in such a general modelling
system, particularly across CSG junctions.  In this paper we identify these
problems and introduce some simple solutions.</description>
      <pubDate>Sun, 01 Mar 1998 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1880/46255</guid>
      <dc:date>1998-03-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>THE BLOB TREE- WARPING, BLENDING AND BOOLEAN OPERATIONS IN AN
IMPLICIT SURFACE MODELING SYSTEM</title>
      <link>http://hdl.handle.net/1880/46254</link>
      <description>Title: THE BLOB TREE- WARPING, BLENDING AND BOOLEAN OPERATIONS IN AN
IMPLICIT SURFACE MODELING SYSTEM
Authors: Wyvill, Brian; Guy, Andrew; Galin, Eric
Abstract: Automatic blending has characterized the major advantage of implicit surface
modeling systems.  Recently, the introduction of deformations based on space
warping and boolean operations between primitives has increased the usefulness
of such systems.  We propose a further enhancement which will greatly enhance
the range of models that can be easily and intuitively defined with a skeletal
implicit surface system.  We describe an hierarchical method which allows 
arbitrary  compositions of models that make use of  blending, warping and 
boolean operations.  We call this structure the BlobTree.  Blending and space
warping are treated in the same way as union, difference and intersection, 
i.e. as nodes in the BlobTree.  The traversal of the BlobTree is described
along with two rendering algorithms; a polygonizer and a ray tracer.  We 
present some examples of interesting models which can be made easily using
our approach that would be very difficult to represent with conventional
systems.</description>
      <pubDate>Sun, 01 Mar 1998 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://hdl.handle.net/1880/46254</guid>
      <dc:date>1998-03-01T00:00:00Z</dc:date>
    </item>
  </channel>
</rss>

