Computer Animation and Simulation ’98: Proceedings of the by Jean-Dominique Gascuel, Marie-Paule Cani-Gascuel (auth.),

By Jean-Dominique Gascuel, Marie-Paule Cani-Gascuel (auth.), Dr. Bruno Arnaldi, Dr. Gérard Hégron (eds.)

J.-D. Gascuel, M.-P. Cani-Gascuel, M. Desbrun, E. Leroi, C. Mirgon: Simulating Landslides for common catastrophe Prevention.- G. Besuievsky, X. Pueyo: A Dynamic mild resources set of rules for Radiosity Environments.- G. Moreau, S. Donikian: From mental and Real-Time interplay standards to Behavioural Simulation.- N. Pazat, J.-L. Nougaret: id of movement versions for dwelling Beings.- F. Faure: Interactive strong Animation utilizing Linearized Displacement Constraints.- M. Kallmann, D. Thalmann: Modeling items for interplay Tasks.- M. Teichmann, S. Teller: Assisted Articulation of Closed Polygonal Models.- S. Brandel, D. Bechmann, Y. Bertrand: STIGMA: a four-dimensional Modeller for Animation.

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This is in fact a function which takes as inputs the outputs of all sub-processes and delivers the value of the process outputs. In the case of concurrent behaviours proposed by different sub-state machines, this function has to make a choice and to deliver a unified behaviour as output of the state machine (cf figure 3). as = IF(autput(S) , LV, CP) The Mail-Box The Mail-Box is used to manage communication between state-machines. A message can be sent to a specific list of state-machines, sent to state-machines which have expressed (by subscribing) their interest to this kind of message or broadcasted to all state-machines.

The accumultaion buffer. Computer Gmphics (ACM SIGGRAPH '90 Proceedings), 23(3):309-318, August 1990. [MS94] Stefan Muller and Frank Schoffel. Fast Radiosity Repropagation for Interactive Virtual Environments Using a Shadow-Form-Factor-List. In Fifth Eurographics Workshop on Rendering, pages 325-342, Darmstadt, Germany, June 1994. [NDR96] Jeffry Nimeroff, Julie Dorsey, and Holly Rushmeier. Implementation and analysis of an image-based global illumination fraework for animated environments. IEEE Transactions on Visualization and Computer Gmphics, 2(4):283-298, December 1996.

1 Introduction The objective of animation is the computation of an image sequence corresponding to discrete time states of an evolving system. Animation consists at first of expressing relationships linking successive states (specification phase) and then making an evaluation of them (execution phase). Motion control models are the heart of any animation/simulation system that determines the friendliness of the user interface, the class of motions and deformations produced, and the application fields.

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