Real time muscle texture morphing
Abstract This paper presents a method for Real Time Muscle Texture Morphing utilizing the Unreal Developer Kit (UDK). The method applies wrinkle map technology to a torso; whereby multiple textures for tense and relaxed body poses are imported into the Unreal engine. The textures are blended using a...
Ausführliche Beschreibung
Autor*in: |
Penninck, Greg [verfasserIn] |
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Format: |
E-Artikel |
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Sprache: |
Englisch |
Erschienen: |
2013 |
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Schlagwörter: |
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Anmerkung: |
© The Computer Games Journal Ltd 2013 |
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Übergeordnetes Werk: |
Enthalten in: The Computer Games Journal - Berlin : Springer, 2012, 2(2013), 1 vom: März, Seite 85-99 |
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Übergeordnetes Werk: |
volume:2 ; year:2013 ; number:1 ; month:03 ; pages:85-99 |
Links: |
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DOI / URN: |
10.1007/BF03392338 |
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Katalog-ID: |
SPR037947303 |
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520 | |a Abstract This paper presents a method for Real Time Muscle Texture Morphing utilizing the Unreal Developer Kit (UDK). The method applies wrinkle map technology to a torso; whereby multiple textures for tense and relaxed body poses are imported into the Unreal engine. The textures are blended using a skeletal control system, which animates UDK’s Scalar Material Options. The results show the system functions in real time (55.57 FPS) but has a 1.46 seconds / 2.62% decrease in FPS and a memory increase of 3.6MB / 5.91%. | ||
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2013 |
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2013 |
allfields |
10.1007/BF03392338 doi (DE-627)SPR037947303 (SPR)BF03392338-e DE-627 ger DE-627 rakwb eng Penninck, Greg verfasserin aut Real time muscle texture morphing 2013 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier © The Computer Games Journal Ltd 2013 Abstract This paper presents a method for Real Time Muscle Texture Morphing utilizing the Unreal Developer Kit (UDK). The method applies wrinkle map technology to a torso; whereby multiple textures for tense and relaxed body poses are imported into the Unreal engine. The textures are blended using a skeletal control system, which animates UDK’s Scalar Material Options. The results show the system functions in real time (55.57 FPS) but has a 1.46 seconds / 2.62% decrease in FPS and a memory increase of 3.6MB / 5.91%. rigging (dpeaa)DE-He213 texturing (dpeaa)DE-He213 shaders (dpeaa)DE-He213 UDK (dpeaa)DE-He213 wrinkle maps (dpeaa)DE-He213 real time muscles (dpeaa)DE-He213 Enthalten in The Computer Games Journal Berlin : Springer, 2012 2(2013), 1 vom: März, Seite 85-99 (DE-627)835591042 (DE-600)2834991-X 2052-773X nnns volume:2 year:2013 number:1 month:03 pages:85-99 https://dx.doi.org/10.1007/BF03392338 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_SPRINGER GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_32 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_74 GBV_ILN_90 GBV_ILN_95 GBV_ILN_100 GBV_ILN_101 GBV_ILN_105 GBV_ILN_110 GBV_ILN_120 GBV_ILN_138 GBV_ILN_150 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_171 GBV_ILN_187 GBV_ILN_213 GBV_ILN_224 GBV_ILN_230 GBV_ILN_250 GBV_ILN_281 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_636 GBV_ILN_702 GBV_ILN_2001 GBV_ILN_2003 GBV_ILN_2004 GBV_ILN_2005 GBV_ILN_2006 GBV_ILN_2007 GBV_ILN_2008 GBV_ILN_2009 GBV_ILN_2010 GBV_ILN_2011 GBV_ILN_2014 GBV_ILN_2015 GBV_ILN_2020 GBV_ILN_2021 GBV_ILN_2025 GBV_ILN_2026 GBV_ILN_2027 GBV_ILN_2031 GBV_ILN_2034 GBV_ILN_2037 GBV_ILN_2038 GBV_ILN_2039 GBV_ILN_2044 GBV_ILN_2048 GBV_ILN_2049 GBV_ILN_2050 GBV_ILN_2055 GBV_ILN_2057 GBV_ILN_2059 GBV_ILN_2061 GBV_ILN_2064 GBV_ILN_2065 GBV_ILN_2068 GBV_ILN_2070 GBV_ILN_2086 GBV_ILN_2088 GBV_ILN_2093 GBV_ILN_2106 GBV_ILN_2107 GBV_ILN_2108 GBV_ILN_2110 GBV_ILN_2111 GBV_ILN_2112 GBV_ILN_2113 GBV_ILN_2116 GBV_ILN_2118 GBV_ILN_2119 GBV_ILN_2122 GBV_ILN_2129 GBV_ILN_2143 GBV_ILN_2144 GBV_ILN_2147 GBV_ILN_2148 GBV_ILN_2152 GBV_ILN_2153 GBV_ILN_2188 GBV_ILN_2190 GBV_ILN_2232 GBV_ILN_2336 GBV_ILN_2446 GBV_ILN_2470 GBV_ILN_2472 GBV_ILN_2507 GBV_ILN_2522 GBV_ILN_2548 GBV_ILN_4035 GBV_ILN_4037 GBV_ILN_4046 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4242 GBV_ILN_4246 GBV_ILN_4249 GBV_ILN_4251 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4333 GBV_ILN_4334 GBV_ILN_4335 GBV_ILN_4336 GBV_ILN_4338 GBV_ILN_4393 GBV_ILN_4700 AR 2 2013 1 03 85-99 |
spelling |
10.1007/BF03392338 doi (DE-627)SPR037947303 (SPR)BF03392338-e DE-627 ger DE-627 rakwb eng Penninck, Greg verfasserin aut Real time muscle texture morphing 2013 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier © The Computer Games Journal Ltd 2013 Abstract This paper presents a method for Real Time Muscle Texture Morphing utilizing the Unreal Developer Kit (UDK). The method applies wrinkle map technology to a torso; whereby multiple textures for tense and relaxed body poses are imported into the Unreal engine. The textures are blended using a skeletal control system, which animates UDK’s Scalar Material Options. The results show the system functions in real time (55.57 FPS) but has a 1.46 seconds / 2.62% decrease in FPS and a memory increase of 3.6MB / 5.91%. rigging (dpeaa)DE-He213 texturing (dpeaa)DE-He213 shaders (dpeaa)DE-He213 UDK (dpeaa)DE-He213 wrinkle maps (dpeaa)DE-He213 real time muscles (dpeaa)DE-He213 Enthalten in The Computer Games Journal Berlin : Springer, 2012 2(2013), 1 vom: März, Seite 85-99 (DE-627)835591042 (DE-600)2834991-X 2052-773X nnns volume:2 year:2013 number:1 month:03 pages:85-99 https://dx.doi.org/10.1007/BF03392338 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_SPRINGER GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_32 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_74 GBV_ILN_90 GBV_ILN_95 GBV_ILN_100 GBV_ILN_101 GBV_ILN_105 GBV_ILN_110 GBV_ILN_120 GBV_ILN_138 GBV_ILN_150 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_171 GBV_ILN_187 GBV_ILN_213 GBV_ILN_224 GBV_ILN_230 GBV_ILN_250 GBV_ILN_281 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_636 GBV_ILN_702 GBV_ILN_2001 GBV_ILN_2003 GBV_ILN_2004 GBV_ILN_2005 GBV_ILN_2006 GBV_ILN_2007 GBV_ILN_2008 GBV_ILN_2009 GBV_ILN_2010 GBV_ILN_2011 GBV_ILN_2014 GBV_ILN_2015 GBV_ILN_2020 GBV_ILN_2021 GBV_ILN_2025 GBV_ILN_2026 GBV_ILN_2027 GBV_ILN_2031 GBV_ILN_2034 GBV_ILN_2037 GBV_ILN_2038 GBV_ILN_2039 GBV_ILN_2044 GBV_ILN_2048 GBV_ILN_2049 GBV_ILN_2050 GBV_ILN_2055 GBV_ILN_2057 GBV_ILN_2059 GBV_ILN_2061 GBV_ILN_2064 GBV_ILN_2065 GBV_ILN_2068 GBV_ILN_2070 GBV_ILN_2086 GBV_ILN_2088 GBV_ILN_2093 GBV_ILN_2106 GBV_ILN_2107 GBV_ILN_2108 GBV_ILN_2110 GBV_ILN_2111 GBV_ILN_2112 GBV_ILN_2113 GBV_ILN_2116 GBV_ILN_2118 GBV_ILN_2119 GBV_ILN_2122 GBV_ILN_2129 GBV_ILN_2143 GBV_ILN_2144 GBV_ILN_2147 GBV_ILN_2148 GBV_ILN_2152 GBV_ILN_2153 GBV_ILN_2188 GBV_ILN_2190 GBV_ILN_2232 GBV_ILN_2336 GBV_ILN_2446 GBV_ILN_2470 GBV_ILN_2472 GBV_ILN_2507 GBV_ILN_2522 GBV_ILN_2548 GBV_ILN_4035 GBV_ILN_4037 GBV_ILN_4046 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4242 GBV_ILN_4246 GBV_ILN_4249 GBV_ILN_4251 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4333 GBV_ILN_4334 GBV_ILN_4335 GBV_ILN_4336 GBV_ILN_4338 GBV_ILN_4393 GBV_ILN_4700 AR 2 2013 1 03 85-99 |
allfields_unstemmed |
10.1007/BF03392338 doi (DE-627)SPR037947303 (SPR)BF03392338-e DE-627 ger DE-627 rakwb eng Penninck, Greg verfasserin aut Real time muscle texture morphing 2013 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier © The Computer Games Journal Ltd 2013 Abstract This paper presents a method for Real Time Muscle Texture Morphing utilizing the Unreal Developer Kit (UDK). The method applies wrinkle map technology to a torso; whereby multiple textures for tense and relaxed body poses are imported into the Unreal engine. The textures are blended using a skeletal control system, which animates UDK’s Scalar Material Options. The results show the system functions in real time (55.57 FPS) but has a 1.46 seconds / 2.62% decrease in FPS and a memory increase of 3.6MB / 5.91%. rigging (dpeaa)DE-He213 texturing (dpeaa)DE-He213 shaders (dpeaa)DE-He213 UDK (dpeaa)DE-He213 wrinkle maps (dpeaa)DE-He213 real time muscles (dpeaa)DE-He213 Enthalten in The Computer Games Journal Berlin : Springer, 2012 2(2013), 1 vom: März, Seite 85-99 (DE-627)835591042 (DE-600)2834991-X 2052-773X nnns volume:2 year:2013 number:1 month:03 pages:85-99 https://dx.doi.org/10.1007/BF03392338 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_SPRINGER GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_32 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_74 GBV_ILN_90 GBV_ILN_95 GBV_ILN_100 GBV_ILN_101 GBV_ILN_105 GBV_ILN_110 GBV_ILN_120 GBV_ILN_138 GBV_ILN_150 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_171 GBV_ILN_187 GBV_ILN_213 GBV_ILN_224 GBV_ILN_230 GBV_ILN_250 GBV_ILN_281 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_636 GBV_ILN_702 GBV_ILN_2001 GBV_ILN_2003 GBV_ILN_2004 GBV_ILN_2005 GBV_ILN_2006 GBV_ILN_2007 GBV_ILN_2008 GBV_ILN_2009 GBV_ILN_2010 GBV_ILN_2011 GBV_ILN_2014 GBV_ILN_2015 GBV_ILN_2020 GBV_ILN_2021 GBV_ILN_2025 GBV_ILN_2026 GBV_ILN_2027 GBV_ILN_2031 GBV_ILN_2034 GBV_ILN_2037 GBV_ILN_2038 GBV_ILN_2039 GBV_ILN_2044 GBV_ILN_2048 GBV_ILN_2049 GBV_ILN_2050 GBV_ILN_2055 GBV_ILN_2057 GBV_ILN_2059 GBV_ILN_2061 GBV_ILN_2064 GBV_ILN_2065 GBV_ILN_2068 GBV_ILN_2070 GBV_ILN_2086 GBV_ILN_2088 GBV_ILN_2093 GBV_ILN_2106 GBV_ILN_2107 GBV_ILN_2108 GBV_ILN_2110 GBV_ILN_2111 GBV_ILN_2112 GBV_ILN_2113 GBV_ILN_2116 GBV_ILN_2118 GBV_ILN_2119 GBV_ILN_2122 GBV_ILN_2129 GBV_ILN_2143 GBV_ILN_2144 GBV_ILN_2147 GBV_ILN_2148 GBV_ILN_2152 GBV_ILN_2153 GBV_ILN_2188 GBV_ILN_2190 GBV_ILN_2232 GBV_ILN_2336 GBV_ILN_2446 GBV_ILN_2470 GBV_ILN_2472 GBV_ILN_2507 GBV_ILN_2522 GBV_ILN_2548 GBV_ILN_4035 GBV_ILN_4037 GBV_ILN_4046 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4242 GBV_ILN_4246 GBV_ILN_4249 GBV_ILN_4251 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4333 GBV_ILN_4334 GBV_ILN_4335 GBV_ILN_4336 GBV_ILN_4338 GBV_ILN_4393 GBV_ILN_4700 AR 2 2013 1 03 85-99 |
allfieldsGer |
10.1007/BF03392338 doi (DE-627)SPR037947303 (SPR)BF03392338-e DE-627 ger DE-627 rakwb eng Penninck, Greg verfasserin aut Real time muscle texture morphing 2013 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier © The Computer Games Journal Ltd 2013 Abstract This paper presents a method for Real Time Muscle Texture Morphing utilizing the Unreal Developer Kit (UDK). The method applies wrinkle map technology to a torso; whereby multiple textures for tense and relaxed body poses are imported into the Unreal engine. The textures are blended using a skeletal control system, which animates UDK’s Scalar Material Options. The results show the system functions in real time (55.57 FPS) but has a 1.46 seconds / 2.62% decrease in FPS and a memory increase of 3.6MB / 5.91%. rigging (dpeaa)DE-He213 texturing (dpeaa)DE-He213 shaders (dpeaa)DE-He213 UDK (dpeaa)DE-He213 wrinkle maps (dpeaa)DE-He213 real time muscles (dpeaa)DE-He213 Enthalten in The Computer Games Journal Berlin : Springer, 2012 2(2013), 1 vom: März, Seite 85-99 (DE-627)835591042 (DE-600)2834991-X 2052-773X nnns volume:2 year:2013 number:1 month:03 pages:85-99 https://dx.doi.org/10.1007/BF03392338 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_SPRINGER GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_32 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_74 GBV_ILN_90 GBV_ILN_95 GBV_ILN_100 GBV_ILN_101 GBV_ILN_105 GBV_ILN_110 GBV_ILN_120 GBV_ILN_138 GBV_ILN_150 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_171 GBV_ILN_187 GBV_ILN_213 GBV_ILN_224 GBV_ILN_230 GBV_ILN_250 GBV_ILN_281 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_636 GBV_ILN_702 GBV_ILN_2001 GBV_ILN_2003 GBV_ILN_2004 GBV_ILN_2005 GBV_ILN_2006 GBV_ILN_2007 GBV_ILN_2008 GBV_ILN_2009 GBV_ILN_2010 GBV_ILN_2011 GBV_ILN_2014 GBV_ILN_2015 GBV_ILN_2020 GBV_ILN_2021 GBV_ILN_2025 GBV_ILN_2026 GBV_ILN_2027 GBV_ILN_2031 GBV_ILN_2034 GBV_ILN_2037 GBV_ILN_2038 GBV_ILN_2039 GBV_ILN_2044 GBV_ILN_2048 GBV_ILN_2049 GBV_ILN_2050 GBV_ILN_2055 GBV_ILN_2057 GBV_ILN_2059 GBV_ILN_2061 GBV_ILN_2064 GBV_ILN_2065 GBV_ILN_2068 GBV_ILN_2070 GBV_ILN_2086 GBV_ILN_2088 GBV_ILN_2093 GBV_ILN_2106 GBV_ILN_2107 GBV_ILN_2108 GBV_ILN_2110 GBV_ILN_2111 GBV_ILN_2112 GBV_ILN_2113 GBV_ILN_2116 GBV_ILN_2118 GBV_ILN_2119 GBV_ILN_2122 GBV_ILN_2129 GBV_ILN_2143 GBV_ILN_2144 GBV_ILN_2147 GBV_ILN_2148 GBV_ILN_2152 GBV_ILN_2153 GBV_ILN_2188 GBV_ILN_2190 GBV_ILN_2232 GBV_ILN_2336 GBV_ILN_2446 GBV_ILN_2470 GBV_ILN_2472 GBV_ILN_2507 GBV_ILN_2522 GBV_ILN_2548 GBV_ILN_4035 GBV_ILN_4037 GBV_ILN_4046 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4242 GBV_ILN_4246 GBV_ILN_4249 GBV_ILN_4251 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4333 GBV_ILN_4334 GBV_ILN_4335 GBV_ILN_4336 GBV_ILN_4338 GBV_ILN_4393 GBV_ILN_4700 AR 2 2013 1 03 85-99 |
allfieldsSound |
10.1007/BF03392338 doi (DE-627)SPR037947303 (SPR)BF03392338-e DE-627 ger DE-627 rakwb eng Penninck, Greg verfasserin aut Real time muscle texture morphing 2013 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier © The Computer Games Journal Ltd 2013 Abstract This paper presents a method for Real Time Muscle Texture Morphing utilizing the Unreal Developer Kit (UDK). The method applies wrinkle map technology to a torso; whereby multiple textures for tense and relaxed body poses are imported into the Unreal engine. The textures are blended using a skeletal control system, which animates UDK’s Scalar Material Options. The results show the system functions in real time (55.57 FPS) but has a 1.46 seconds / 2.62% decrease in FPS and a memory increase of 3.6MB / 5.91%. rigging (dpeaa)DE-He213 texturing (dpeaa)DE-He213 shaders (dpeaa)DE-He213 UDK (dpeaa)DE-He213 wrinkle maps (dpeaa)DE-He213 real time muscles (dpeaa)DE-He213 Enthalten in The Computer Games Journal Berlin : Springer, 2012 2(2013), 1 vom: März, Seite 85-99 (DE-627)835591042 (DE-600)2834991-X 2052-773X nnns volume:2 year:2013 number:1 month:03 pages:85-99 https://dx.doi.org/10.1007/BF03392338 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_SPRINGER GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_32 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_74 GBV_ILN_90 GBV_ILN_95 GBV_ILN_100 GBV_ILN_101 GBV_ILN_105 GBV_ILN_110 GBV_ILN_120 GBV_ILN_138 GBV_ILN_150 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_171 GBV_ILN_187 GBV_ILN_213 GBV_ILN_224 GBV_ILN_230 GBV_ILN_250 GBV_ILN_281 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_636 GBV_ILN_702 GBV_ILN_2001 GBV_ILN_2003 GBV_ILN_2004 GBV_ILN_2005 GBV_ILN_2006 GBV_ILN_2007 GBV_ILN_2008 GBV_ILN_2009 GBV_ILN_2010 GBV_ILN_2011 GBV_ILN_2014 GBV_ILN_2015 GBV_ILN_2020 GBV_ILN_2021 GBV_ILN_2025 GBV_ILN_2026 GBV_ILN_2027 GBV_ILN_2031 GBV_ILN_2034 GBV_ILN_2037 GBV_ILN_2038 GBV_ILN_2039 GBV_ILN_2044 GBV_ILN_2048 GBV_ILN_2049 GBV_ILN_2050 GBV_ILN_2055 GBV_ILN_2057 GBV_ILN_2059 GBV_ILN_2061 GBV_ILN_2064 GBV_ILN_2065 GBV_ILN_2068 GBV_ILN_2070 GBV_ILN_2086 GBV_ILN_2088 GBV_ILN_2093 GBV_ILN_2106 GBV_ILN_2107 GBV_ILN_2108 GBV_ILN_2110 GBV_ILN_2111 GBV_ILN_2112 GBV_ILN_2113 GBV_ILN_2116 GBV_ILN_2118 GBV_ILN_2119 GBV_ILN_2122 GBV_ILN_2129 GBV_ILN_2143 GBV_ILN_2144 GBV_ILN_2147 GBV_ILN_2148 GBV_ILN_2152 GBV_ILN_2153 GBV_ILN_2188 GBV_ILN_2190 GBV_ILN_2232 GBV_ILN_2336 GBV_ILN_2446 GBV_ILN_2470 GBV_ILN_2472 GBV_ILN_2507 GBV_ILN_2522 GBV_ILN_2548 GBV_ILN_4035 GBV_ILN_4037 GBV_ILN_4046 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4242 GBV_ILN_4246 GBV_ILN_4249 GBV_ILN_4251 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4333 GBV_ILN_4334 GBV_ILN_4335 GBV_ILN_4336 GBV_ILN_4338 GBV_ILN_4393 GBV_ILN_4700 AR 2 2013 1 03 85-99 |
language |
English |
source |
Enthalten in The Computer Games Journal 2(2013), 1 vom: März, Seite 85-99 volume:2 year:2013 number:1 month:03 pages:85-99 |
sourceStr |
Enthalten in The Computer Games Journal 2(2013), 1 vom: März, Seite 85-99 volume:2 year:2013 number:1 month:03 pages:85-99 |
format_phy_str_mv |
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topic_facet |
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The Computer Games Journal |
authorswithroles_txt_mv |
Penninck, Greg @@aut@@ |
publishDateDaySort_date |
2013-03-01T00:00:00Z |
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Penninck, Greg misc rigging misc texturing misc shaders misc UDK misc wrinkle maps misc real time muscles Real time muscle texture morphing |
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Abstract This paper presents a method for Real Time Muscle Texture Morphing utilizing the Unreal Developer Kit (UDK). The method applies wrinkle map technology to a torso; whereby multiple textures for tense and relaxed body poses are imported into the Unreal engine. The textures are blended using a skeletal control system, which animates UDK’s Scalar Material Options. The results show the system functions in real time (55.57 FPS) but has a 1.46 seconds / 2.62% decrease in FPS and a memory increase of 3.6MB / 5.91%. © The Computer Games Journal Ltd 2013 |
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Abstract This paper presents a method for Real Time Muscle Texture Morphing utilizing the Unreal Developer Kit (UDK). The method applies wrinkle map technology to a torso; whereby multiple textures for tense and relaxed body poses are imported into the Unreal engine. The textures are blended using a skeletal control system, which animates UDK’s Scalar Material Options. The results show the system functions in real time (55.57 FPS) but has a 1.46 seconds / 2.62% decrease in FPS and a memory increase of 3.6MB / 5.91%. © The Computer Games Journal Ltd 2013 |
abstract_unstemmed |
Abstract This paper presents a method for Real Time Muscle Texture Morphing utilizing the Unreal Developer Kit (UDK). The method applies wrinkle map technology to a torso; whereby multiple textures for tense and relaxed body poses are imported into the Unreal engine. The textures are blended using a skeletal control system, which animates UDK’s Scalar Material Options. The results show the system functions in real time (55.57 FPS) but has a 1.46 seconds / 2.62% decrease in FPS and a memory increase of 3.6MB / 5.91%. © The Computer Games Journal Ltd 2013 |
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