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Creating and Animating the Virtual World by David R. Haumann, Jessica K. Hodgins (auth.), Prof. Nadia

By David R. Haumann, Jessica K. Hodgins (auth.), Prof. Nadia Magnenat Thalmann, Prof. Daniel Thalmann (eds.)

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Before joining Apple Computer in 1988, he worked at Schlumberger Palo Alto Research in the field of computer graphics and computer vision. His current research focus is on the use of physical simulation in computer graphics. , Cupertino, CA 95014 USA. com NPSNET: Physically-Based Modeling Enhancements to an Object File Format MICHAELJ. ZYDA, JAMES G. MONAHAN, and DAVID R. PRAIT ABSTRACT The Naval Postgraduate School (NPS) has actively explored the design and implementation of real-time three-dimensional simulators on low-cost, readily accessible graphics workstations.

CONCLUSIONS AND FUTURE WORK The use of physically-based modeling is still in its infancy at NPS. Previous simulations were able to "fake" or "downplay" the expected visual clues from an object's physical interactions. As hardware and software technology afford us with greater capability in animation realism, we are obligated to strive for more accurate physical modeling, but not at the expense of increased user workload to specify and control the animation process. The extensions to NPSOFF present a simplified mechanism for building models with physical characteristics and adding controlling functions that are as complex as necessary given the current hardware support.

The expression of this problem in GO initially seems odd to many people, because at the bottom of fIgure 4 we start with the unknowns: the rotation matrix, the translation vector and the fIeld of view, s. This is in contrast to more familiar methods of forward problems where one typically starts with the knowns. The boxes at the bottom represent hypothesized values for the rotation, translation and fIeld of view. We then express a set of constraints on these hypothesized values and let the optimizer solve for them.

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