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Character (mathematics)

About: Character (mathematics) is a research topic. Over the lifetime, 46723 publications have been published within this topic receiving 411412 citations.


Papers
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Journal ArticleDOI
TL;DR: In this article, a method for rigging an articulated 3D character to specify its internal skeletal structure and to define how the input motion deforms its surface is presented, which is similar to our approach.
Abstract: Animating an articulated 3D character currently requires manual rigging to specify its internal skeletal structure and to define how the input motion deforms its surface. We present a method for an...

334 citations

Patent
Swee Ho Lim1
01 Sep 2005
TL;DR: In this paper, a method for entering a character into an electronic device (100 ) is described, which includes displaying ( 301 ) input character keys ( 204 ) on a touch sensitive region ( 202 ) of a display screen ( 105 ) of the device ( 100 ), the keys identifying an associated character Next, a display step ( 309 ) shows at least one entered character in a display region ( 201 ) of screen, the entered character having been selected by actuation of one of the character keys.
Abstract: A method ( 300 ) for entering a character into an electronic device ( 100 ) is provided The method ( 300 ) includes displaying ( 301 ) input character keys ( 204 ) on a touch sensitive region ( 202 ) of a display screen ( 105 ) of the device ( 100 ), the keys identifying an associated character Next, a display step ( 309 ) shows at least one entered character in a display region ( 201 ) of the screen, the entered character having been selected by actuation of one of the character keys ( 204 ) Next, a group of potential subsequent characters that follow the entered character is predicted ( 311, 317 ) A second set of input character keys ( 205 ) identifying the potential subsequent characters is displayed ( 327 ) The second set of keys ( 205 ) are grouped together ( 323 ) such that their relative screen locations with respect to each other are different to that of corresponding keys in the first set of keys ( 204 ) Finally in receiving ( 303 ) and displaying steps ( 309 ), the potential subsequent characters are entered adjacent the entered character, the entering having been in response to actuation of one of the second set of keys ( 205 )

332 citations

Proceedings ArticleDOI
01 Jul 2003
TL;DR: An automated framework is presented that allows character artists to use the full complement of tools in high-end systems to create characters for interactive systems and fits the parameters of a deformation model that best approximates the original data yet remains fast to compute and compact in memory.
Abstract: Good character animation requires convincing skin deformations including subtleties and details like muscle bulges. Such effects are typically created in commercial animation packages which provide very general and powerful tools. While these systems are convenient and flexible for artists, the generality often leads to characters that are slow to compute or that require a substantial amount of memory and thus cannot be used in interactive systems. Instead, interactive systems restrict artists to a specific character deformation model which is fast and memory efficient but is notoriously difficult to author and can suffer from many deformation artifacts. This paper presents an automated framework that allows character artists to use the full complement of tools in high-end systems to create characters for interactive systems. Our method starts with an arbitrarily rigged character in an animation system. A set of examples is exported, consisting of skeleton configurations paired with the deformed geometry as static meshes. Using these examples, we fit the parameters of a deformation model that best approximates the original data yet remains fast to compute and compact in memory.

326 citations


Performance
Metrics
No. of papers in the topic in previous years
YearPapers
20242
20233,365
20227,818
20211,037
20201,521
20191,881