Hair motion simulation

dc.citation.epage135en_US
dc.citation.spage126en_US
dc.citation.volumeNumber3280en_US
dc.contributor.authorSahillioğlu, Y.en_US
dc.contributor.authorÖzgüç, B.en_US
dc.date.accessioned2016-02-08T10:25:15Z
dc.date.available2016-02-08T10:25:15Zen_US
dc.date.issued2004en_US
dc.departmentDepartment of Computer Engineeringen_US
dc.description.abstractHair motion simulation in computer graphics has been an attraction for many researchers. The application we have developed has been inspired by the related previous work as well as our own efforts in finding useful algorithms to handle this problem. The work we present uses a set of representations, including hair strands, clusters and strips, that are derived from the same underlying base skeleton, where this skeleton is animated by physical, i.e. spring, forces. © Springer-Verlag 2004.en_US
dc.description.provenanceMade available in DSpace on 2016-02-08T10:25:15Z (GMT). No. of bitstreams: 1 bilkent-research-paper.pdf: 70227 bytes, checksum: 26e812c6f5156f83f0e77b261a471b5a (MD5) Previous issue date: 2004en_US
dc.identifier.doi10.1007/978-3-540-30182-0_14en_US
dc.identifier.issn0302-9743
dc.identifier.issn1611-3349
dc.identifier.urihttp://hdl.handle.net/11693/24179en_US
dc.language.isoEnglishen_US
dc.publisherSpringeren_US
dc.relation.isversionofhttps://doi.org/10.1007/978-3-540-30182-0_14en_US
dc.source.titleLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)en_US
dc.subjectMusculoskeletal Systemen_US
dc.subjectHair Stranden_US
dc.subjectMotion Simulationsen_US
dc.subjectComputer Graphicsen_US
dc.titleHair motion simulationen_US
dc.typeArticleen_US

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