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Kizamu: a system for sculpting digital characters
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Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 28th annual conference on Computer graphics and interactive techniques table of contents
Pages: 47 - 56  
Year of Publication: 2001
ISBN:1-58113-374-X
Authors
Ronald N. Perry  Mitsubishi Electric Research Laboratories
Sarah F. Frisken  Mitsubishi Electric Research Laboratories
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 20,   Downloads (12 Months): 92,   Citation Count: 47
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ABSTRACT

This paper presents Kizamu, a computer-based sculpting system for creating digital characters for the entertainment industry. Kizamu incorporates a blend of new algorithms, significant technical advances, and novel user interaction paradigms into a system that is both powerful and unique.

To meet the demands of high-end digital character design, Kizamu addresses three requirements posed to us by a major production studio. First, animators and artists want digital clay — a medium with the characteristics of real clay and the advantages of being digital. Second, the system should run on standard hardware at interactive rates. Finally, the system must accept and generate standard 3D representations thereby enabling integration into an existing animation production pipeline.

At the heart of the Kizamu system are Adaptively Sampled Distance Fields (ADFs), a volumetric shape representation with the characteristics required for digital clay. In this paper, we describe the system and present the major research advances in ADFs that were required to make Kizamu a reality.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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CITED BY  47

Collaborative Colleagues:
Ronald N. Perry: colleagues
Sarah F. Frisken: colleagues