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        <title>Anti Patterns - papers</title>
        <description>The Games Industry behind the curtains...</description>
        <link>http://antipatterns.hautetfort.com/papers/</link>
        <lastBuildDate>Wed, 05 Nov 2008 13:23:08 +0100</lastBuildDate>
        <generator>HautetFort.com</generator>
        <copyright>All Rights Reserved</copyright>
                        <item>
                <guid isPermaLink="true">http://antipatterns.hautetfort.com/archive/2007/10/21/image-sculpturer.html</guid>
                <title>Image Sculpturer...</title>
                <link>http://antipatterns.hautetfort.com/archive/2007/10/21/image-sculpturer.html</link>
                <author>noreply@hautetfort.com (Dazibao)</author>
                                                <category>PAPERS</category>
                                                <pubDate>Sun, 21 Oct 2007 13:00:00 +0200</pubDate>
                <description>
                    &lt;p align=&quot;justify&quot;&gt;Voici une tech que je trouve très intéréssante (ne&amp;nbsp; serait ce que par l'idée). Il s'agit d'un logiciel servant à reconstruire un objet à partir d'un certains nombres de photos. On en a vu déjà plusieurs auparavent, mais au lieu de demander un grand nombre de prise de vue, celui ci se repose sur l'utilisateur pour créer une extrusion de l'objet à l'aide d'un outil...&amp;nbsp;&lt;/p&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;p align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;object classid=&quot;clsid:D27CDB6E-AE6D-11cf-96B8-444553540000&quot; codebase=&quot;http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0&quot; width=&quot;400&quot; height=&quot;350&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/nJ2Ny7CQb5k&quot; /&gt; &lt;param name=&quot;quality&quot; value=&quot;high&quot; /&gt; &lt;param name=&quot;menu&quot; value=&quot;false&quot; /&gt; &lt;param name=&quot;wmode&quot; value=&quot;&quot; /&gt; &lt;embed src=&quot;http://www.youtube.com/v/nJ2Ny7CQb5k&quot; wmode=&quot;&quot; quality=&quot;high&quot; menu=&quot;false&quot; pluginspage=&quot;http://www.macromedia.com/go/getflashplayer&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;400&quot; height=&quot;350&quot; /&gt;&lt;/object&gt; &lt;p align=&quot;right&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p align=&quot;right&quot;&gt;&lt;b&gt;[ &lt;a href=&quot;http://www.sturningsoftware.com/news.html&quot;&gt;Sturning Software&lt;/a&gt; ]&amp;nbsp;&lt;/b&gt;&lt;/p&gt;
                </description>
                            </item>
                        <item>
                <guid isPermaLink="true">http://antipatterns.hautetfort.com/archive/2007/10/10/le-rendu-de-team-fortress-ii.html</guid>
                <title>Le rendu de Team Fortress II</title>
                <link>http://antipatterns.hautetfort.com/archive/2007/10/10/le-rendu-de-team-fortress-ii.html</link>
                <author>noreply@hautetfort.com (Dazibao)</author>
                                                <category>PAPERS</category>
                                                <pubDate>Wed, 10 Oct 2007 14:24:00 +0200</pubDate>
                <description>
                    &lt;div align=&quot;justify&quot;&gt;Team Fortress est une légende du FPS collaboratif online. Pour sa nouvelle version, Valve a choisi un rendu qui lorgne séverement du coté de chez Pixar, époque &quot;The Incredibles&quot;.&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt; &lt;div style=&quot;text-align: center&quot;&gt;&lt;a href=&quot;http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf&quot;&gt;&lt;img src=&quot;http://antipatterns.hautetfort.com/media/01/02/2770e3d37cfcb96c45f2b4bdb1a0e9fa.jpg&quot; id=&quot;media-594583&quot; alt=&quot;2770e3d37cfcb96c45f2b4bdb1a0e9fa.jpg&quot; style=&quot;border-width: 0pt; margin: 0.7em 0pt&quot; /&gt;&lt;/a&gt;&lt;/div&gt; &amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;Je ne sais pas ce que vaut le jeu (je n'ai pas encore la Orange box), mais &lt;a href=&quot;http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf&quot;&gt;voici un papier qui détaille comment ils s'y sont pris pour y arriver&lt;/a&gt;.&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;Et ne rater pas les vidéo absolument cultissime du jeu ^_^&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;object classid=&quot;clsid:D27CDB6E-AE6D-11cf-96B8-444553540000&quot; codebase=&quot;http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0&quot; width=&quot;400&quot; height=&quot;350&quot;&gt;&lt;param name=&quot;movie&quot; value=&quot;http://www.youtube.com/v/mY5qJHZCz2I&quot; /&gt; &lt;param name=&quot;quality&quot; value=&quot;high&quot; /&gt; &lt;param name=&quot;menu&quot; value=&quot;false&quot; /&gt; &lt;param name=&quot;wmode&quot; value=&quot;&quot; /&gt; &lt;embed src=&quot;http://www.youtube.com/v/mY5qJHZCz2I&quot; wmode=&quot;&quot; quality=&quot;high&quot; menu=&quot;false&quot; pluginspage=&quot;http://www.macromedia.com/go/getflashplayer&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;400&quot; height=&quot;350&quot; /&gt;&lt;/object&gt;
                </description>
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                        <item>
                <guid isPermaLink="true">http://antipatterns.hautetfort.com/archive/2007/05/18/siggraph-2007-papers.html</guid>
                <title>Siggraph 2007 papers...</title>
                <link>http://antipatterns.hautetfort.com/archive/2007/05/18/siggraph-2007-papers.html</link>
                <author>noreply@hautetfort.com (Dazibao)</author>
                                                <category>PAPERS</category>
                                                <pubDate>Fri, 18 May 2007 13:10:00 +0200</pubDate>
                <description>
                    &lt;p&gt;Et hop, l&lt;a href=&quot;http://www.cs.brown.edu/~tor/sig2007.html&quot;&gt;a liste des papiers du prochain siggraph&lt;/a&gt; est déjà en ligne, et va s'étoffer au fur et à mesure du temps...&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;div style=&quot;text-align: center&quot;&gt;&lt;a href=&quot;http://www.siggraph.org/s2007/&quot;&gt;&lt;img src=&quot;http://antipatterns.hautetfort.com/images/medium_s2007cfp-01s.jpg&quot; alt=&quot;medium_s2007cfp-01s.jpg&quot; style=&quot;border-width: 0pt; margin: 0.7em 0pt&quot; /&gt;&lt;/a&gt;&lt;/div&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt;
                </description>
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                <guid isPermaLink="true">http://antipatterns.hautetfort.com/archive/2007/05/07/fotowoosh.html</guid>
                <title>FotoWoosh...</title>
                <link>http://antipatterns.hautetfort.com/archive/2007/05/07/fotowoosh.html</link>
                <author>noreply@hautetfort.com (Dazibao)</author>
                                                <category>PAPERS</category>
                                                <pubDate>Mon, 07 May 2007 13:00:00 +0200</pubDate>
                <description>
                    &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;Voila un exemple du dynamisme de la recherche américaine. L’idée est simple&amp;nbsp;: Et si on pouvait reconstruire en 3D une simple photo&amp;nbsp;? Le Carnegie Mellon Robotics Institute a développé &lt;span&gt;&amp;nbsp;&lt;/span&gt;un algorithme pour y parvenir. Le papier a été présenté au Siggraph dernier.&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;blockquote&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#0000CC&quot;&gt;&lt;a href=&quot;http://www.cs.cmu.edu/%7Edhoiem/&quot;&gt;Derek Hoiem&lt;/a&gt;, a doctoral candidate at Carnegie Mellon's &lt;a href=&quot;http://www.ri.cmu.edu/&quot;&gt;Robotics Institute&lt;/a&gt;, has spent the past year and a half figuring out how to get software to convert flat images into 3-D virtual-reality models that can be manipulated on-screen.&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#0000CC&quot;&gt;Working with faculty members &lt;a href=&quot;http://www.cs.cmu.edu/%7Eefros/&quot;&gt;Alexei Efros&lt;/a&gt; and &lt;a href=&quot;http://www.cs.cmu.edu/%7Ehebert/&quot;&gt;Martial Hebert&lt;/a&gt;, Hoiem came up with a machine-learning system that identifies various surfaces and their orientations based on what it has learned from examining previous photos.&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#0000CC&quot;&gt;In essence, Fotowoosh frees the person viewing a photograph from the photographer's point of view so that he or she can explore perspectives other than the one the camera actually captured.&lt;/font&gt;&lt;br /&gt; &amp;nbsp;&lt;/p&gt; &lt;/blockquote&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: right&quot; align=&quot;right&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: right&quot; align=&quot;right&quot;&gt;[ &lt;a href=&quot;http://www.technologyreview.com/Infotech/18596/page1/&quot;&gt;Technology Review&lt;/a&gt; ]&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;Et maintenant, c’est en passe de devenir un nouveau service en ligne. &lt;a href=&quot;http://fotowoosh.com/index.html&quot;&gt;FotoWoosh&lt;/a&gt; se passe sur le principe de FlickR, sauf qu’en plus de stocker vos photos, il utilisera le fameux algorithme pour en faire une extraction 3D.&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;div style=&quot;text-align: center&quot;&gt;&lt;a href=&quot;http://fotowoosh.com/index.html&quot;&gt;&lt;img src=&quot;http://antipatterns.hautetfort.com/images/medium_linedup.gif&quot; alt=&quot;medium_linedup.gif&quot; style=&quot;border-width: 0pt; margin: 0.7em 0pt&quot; /&gt;&lt;/a&gt;&lt;/div&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt;
                </description>
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                        <item>
                <guid isPermaLink="true">http://antipatterns.hautetfort.com/archive/2007/03/20/donc-vous-voulez-ecrire-un-moteur-physique.html</guid>
                <title>Donc, vous voulez écrire un moteur physique...</title>
                <link>http://antipatterns.hautetfort.com/archive/2007/03/20/donc-vous-voulez-ecrire-un-moteur-physique.html</link>
                <author>noreply@hautetfort.com (Dazibao)</author>
                                                <category>PAPERS</category>
                                                <pubDate>Tue, 20 Mar 2007 13:10:00 +0100</pubDate>
                <description>
                    &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;Choses promises, choses dues, voici donc une petite liste de documents utiles à potasser avant, pendant et après l’écriture d’un moteur physique pour corps rigide. J’ai lu la plupart des papiers dans ce docs (sauf pour les maths), c’est donc en guise de recommandation que j’ai fait cette liste.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;Faire de la simulation physique, c’est faire des maths, point. Donc, avant de se lancer dans l’aventure, voici un certain nombre de sujet à maîtriser. Evidemment, c’est facultatif, mais faire de la physique sans cette base risque vite de devenir particulièrement pénible&amp;nbsp;:-)&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;blockquote&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Linear_algebra&quot;&gt;&lt;span&gt;L’algèbre linéaire&lt;/span&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;a href=&quot;http://www.unilim.fr/pages_perso/jean.debord/math/matrices/matrices.htm&quot;&gt;&lt;span&gt;Le calcul matriciel&lt;/span&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Linear_system&quot;&gt;&lt;span&gt;Les systèmes linéaires&lt;/span&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;a href=&quot;http://en.wikipedia.org/wiki/Calculus&quot;&gt;&lt;span&gt;Le calcul différentiel&lt;/span&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;a href=&quot;http://fr.wikipedia.org/wiki/M%C3%A9canique_du_point&quot;&gt;&lt;span&gt;La mécanique du point&lt;/span&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;a href=&quot;http://fr.wikipedia.org/wiki/M%C3%A9canique_du_solide&quot;&gt;&lt;span&gt;La mécanique du solide&lt;/span&gt;&lt;/a&gt;&lt;/p&gt; &lt;/blockquote&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;Bien, une fois les bases acquises, il est temps de s’amuser. C’est dans les années 90 que la simulation physique a commencé à s’étoffer dans les jeux vidéo. A l’époque, &lt;a href=&quot;http://www.d6.com/users/checker/dynamics.htm&quot;&gt;Chris Hecker avait écrit un bon tutorial dans le Game Developer Magazine&lt;/a&gt;.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;Ce qu’il y a de beau avec les maths, c’est qu’elles se périment rarement. L’article est donc toujours pertinent en guise d’introduction aux quatre principales problématiques de la simulation physique&amp;nbsp;:&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;margin-left: 53.25pt; text-align: justify; text-indent: -18pt&quot;&gt;&lt;!--[if !supportLists]--&gt;&lt;span&gt;&lt;span&gt;-&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;!--[endif]--&gt;&lt;span dir=&quot;ltr&quot;&gt;&lt;span&gt;L’intégration physique&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;margin-left: 53.25pt; text-align: justify; text-indent: -18pt&quot;&gt;&lt;!--[if !supportLists]--&gt;&lt;span&gt;&lt;span&gt;-&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;!--[endif]--&gt;&lt;a href=&quot;http://www.its.caltech.edu/~jiegao/collision-detection.html&quot;&gt;&lt;span dir=&quot;ltr&quot;&gt;&lt;span&gt;La détection des collisions&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;margin-left: 53.25pt; text-align: justify; text-indent: -18pt&quot;&gt;&lt;!--[if !supportLists]--&gt;&lt;span&gt;&lt;span&gt;-&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;!--[endif]--&gt;&lt;a href=&quot;http://www.cescg.org/CESCG-2003/LKavan/&quot;&gt;&lt;span dir=&quot;ltr&quot;&gt;&lt;span&gt;La réponse à ces collisions&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;margin-left: 53.25pt; text-align: justify; text-indent: -18pt&quot;&gt;&lt;!--[if !supportLists]--&gt;&lt;span&gt;&lt;span&gt;-&lt;span style=&quot;font-family: &amp;quot;Times New Roman&amp;quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal&quot;&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;!--[endif]--&gt;&lt;span dir=&quot;ltr&quot;&gt;&lt;span&gt;La notion de contraintes&lt;/span&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;A ce niveau là, il est temps de passer aux choses sérieuses. En 2001, &lt;a href=&quot;http://www.pixar.com/companyinfo/research/pbm2001/&quot;&gt;Baraff et Witkin ont mis à plat le sujet au cours du Siggraph&lt;/a&gt;, ce qui permet d’être mieux à même de comprendre la simulation des corps rigides.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;Pour aller plus loin dans &lt;a href=&quot;http://en.wikipedia.org/wiki/Collision_detection&quot;&gt;la détection de collisions, M.C.Lin et Dinesh Manocha sont de bonnes références&lt;/a&gt;. Pour ce qui est de la &lt;a href=&quot;http://www.gamasutra.com/features/20000208/lander_pfv.htm&quot;&gt;réponse aux collisions&lt;/a&gt;, Mirtich revient souvent, même si &lt;a href=&quot;http://www.peroxide.dk/download/tutorials/tut10/pxdtut10.html&quot;&gt;c’est un vaste sujet&lt;/a&gt;.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;Très tôt également, on bute sur la joie de l’imprécision des nombres flottants et autres problématique de cumul d’erreurs. La lecture des &lt;a href=&quot;http://www.nr.com/&quot;&gt;Numerical Recipes&lt;/a&gt; peut aider à soigner ce type de problèmes.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;Quid des fluides, des cheveux, des vêtements&amp;nbsp;? Il existe autant de façon de faire de la physique qu’il y a de problèmes à résoudre. Par exemple, &lt;a href=&quot;http://en.wikipedia.org/wiki/Verlet_integration&quot;&gt;l’approche Verlet&lt;/a&gt; permet de développer &lt;a href=&quot;http://www.teknikus.dk/tj/gdc2001.htm&quot;&gt;pas mal de choses pour les vêtements&lt;/a&gt; et les cheveux.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;Pour tout ce qui est fluide, outre le fait de devoir étudier les équation de &lt;a href=&quot;http://www.scientific-computing.com/scwmarapr03cfd_girvan.html&quot;&gt;Navier Strokes&lt;/a&gt;, &lt;a href=&quot;http://www.dgp.toronto.edu/people/stam/reality/Research/pub.html&quot;&gt;Joe Stam&lt;/a&gt; est une référence en la matière.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;Bref, avec tout ça, il y a déjà de quoi faire ^_^. Bon courage&amp;nbsp;!&lt;/span&gt;&lt;/p&gt;
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                <guid isPermaLink="true">http://antipatterns.hautetfort.com/archive/2007/03/09/le-rendu-de-little-big-planet.html</guid>
                <title>Le rendu de Little Big Planet...</title>
                <link>http://antipatterns.hautetfort.com/archive/2007/03/09/le-rendu-de-little-big-planet.html</link>
                <author>noreply@hautetfort.com (Dazibao)</author>
                                                <category>PAPERS</category>
                                                <pubDate>Fri, 09 Mar 2007 13:10:00 +0100</pubDate>
                <description>
                    &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span lang=&quot;FR&quot; xml:lang=&quot;FR&quot;&gt;LBP a fait grande sensation lors de la GDC. Doté d’un rendu unique a mis chemin entre les œuvres de Tim Burton et de Aardman, le tout complété par un gameplay des plus original, LBP s’annonce d’hors et déjà comme un classique instantané.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span lang=&quot;FR&quot; xml:lang=&quot;FR&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span lang=&quot;FR&quot; xml:lang=&quot;FR&quot;&gt;Chose intéressante, Media Molecule avait fait &lt;a href=&quot;http://ati.amd.com/developer/siggraph06/Evans-Fast_Approximations_for_Lighting_of_Dynamic_Scenes-print.pdf&quot;&gt;une présentation de la technologie de leur rendu&lt;/a&gt; au dernier Siggraph, en partenariat avec ATI et AMD&amp;nbsp;! (Merci Phil pour le tips&amp;nbsp;!).&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;div style=&quot;text-align: center&quot;&gt;&lt;a href=&quot;http://ati.amd.com/developer/siggraph06/Evans-Fast_Approximations_for_Lighting_of_Dynamic_Scenes-print.pdf&quot;&gt;&lt;img src=&quot;http://antipatterns.hautetfort.com/images/medium_lbp.JPG&quot; alt=&quot;medium_lbp.JPG&quot; style=&quot;border-width: 0pt; margin: 0.7em 0pt&quot; /&gt;&lt;/a&gt;&lt;/div&gt; &lt;div style=&quot;text-align: center&quot;&gt;&lt;a href=&quot;http://ati.amd.com/developer/siggraph06/Evans-Fast_Approximations_for_Lighting_of_Dynamic_Scenes-print.pdf&quot;&gt;&lt;img src=&quot;http://antipatterns.hautetfort.com/images/medium_lbp2.JPG&quot; alt=&quot;medium_lbp2.JPG&quot; style=&quot;border-width: 0pt; margin: 0.7em 0pt&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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                <guid isPermaLink="true">http://antipatterns.hautetfort.com/archive/2007/02/16/scrum.html</guid>
                <title>SCRUM...</title>
                <link>http://antipatterns.hautetfort.com/archive/2007/02/16/scrum.html</link>
                <author>noreply@hautetfort.com (Dazibao)</author>
                                                <category>PAPERS</category>
                                                <pubDate>Fri, 16 Feb 2007 13:00:00 +0100</pubDate>
                <description>
                    &lt;blockquote&gt; &lt;p align=&quot;justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;The stated, accepted philosophy for systems development is that &lt;b&gt;the development process is a well understood approach that can be planned, estimated, and successfully completed. This has proven incorrect in practice&lt;/b&gt;.&lt;/font&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;&lt;b&gt;SCRUM assumes that the systems development process is an unpredictable, complicated process that can only be roughly described as an overall progression&lt;/b&gt;. SCRUM defines the systems development process as a loose set of activities that combines known, workable tools and techniques with the best that a development team can devise to build systems.&lt;/font&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;Since these activities are loose, controls to manage the process and inherent risk are used. &lt;b&gt;SCRUM is an enhancement of the commonly used iterative/incremental object-oriented development cycle&lt;/b&gt;. In this paper we introduce a development process, SCRUM, that treats major portions of systems development as a controlled black box.&lt;/font&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;We relate this to complexity theory to show why this approach increases flexibility and produces a system that is responsive to both initial and additional requirements discovered during the ongoing development.&lt;/font&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;Numerous approaches to improving the systems development process have been tried. Each has been touted as providing “significant productivity improvements.”&lt;/font&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;All have failed to produce dramatic improvements. As Grady Booch noted, “We often call this condition the software crisis, but frankly, a malady that has carried on this long must be called normal.” 2 Concepts from industrial process control are applied to the field of systems development in this paper.&lt;/font&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;Industrial process control defines processes as either “theoretical” (fully defined) or “empirical” (black box). &lt;b&gt;When a black box process is treated as a fully defined process, unpredictable results occur.&lt;/b&gt;&lt;/font&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;A significant number of systems development processes are not completely defined, but are treated as though they are. Unpredictability without control results. &lt;b&gt;The SCRUM approach treats these systems development processes as a controlled black box.&lt;/b&gt;&lt;/font&gt;&lt;/p&gt; &lt;/blockquote&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p align=&quot;right&quot;&gt;[ &lt;b&gt;&lt;a href=&quot;http://jeffsutherland.com/oopsla/schwapub.pdf&quot;&gt;SCRUM Development Process&lt;/a&gt;&lt;/b&gt; ]&amp;nbsp;&lt;/p&gt; &lt;p align=&quot;right&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;div style=&quot;text-align: center&quot;&gt;&lt;a href=&quot;http://www.codeproject.com/gen/design/scrum.asp&quot;&gt;&lt;img src=&quot;http://antipatterns.hautetfort.com/images/medium_diagram02.png&quot; alt=&quot;medium_diagram02.png&quot; style=&quot;border-width: 0pt; margin: 0.7em 0pt&quot; /&gt;&lt;/a&gt;&lt;/div&gt; &lt;p align=&quot;center&quot;&gt;&amp;nbsp;&lt;/p&gt;
                </description>
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                <guid isPermaLink="true">http://antipatterns.hautetfort.com/archive/2007/02/07/polynomial-texture-map.html</guid>
                <title>Polynomial Texture Map</title>
                <link>http://antipatterns.hautetfort.com/archive/2007/02/07/polynomial-texture-map.html</link>
                <author>noreply@hautetfort.com (Dazibao)</author>
                                                <category>PAPERS</category>
                                                <pubDate>Wed, 07 Feb 2007 13:20:00 +0100</pubDate>
                <description>
                    &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span lang=&quot;FR&quot; xml:lang=&quot;FR&quot;&gt;Ca tabasse!!! Il faut le voir pour le croire, surtout, &lt;a href=&quot;http://www.hpl.hp.com/research/ptm/media/ptm-video-hires.htm&quot;&gt;allez voir les vidéos&lt;/a&gt;!&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;blockquote&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;&lt;a href=&quot;http://www.hpl.hp.com/research/ptm/index.html&quot;&gt;Polynomial Texture Mapping (PTM)&lt;/a&gt; is a new method for increasing the photorealism of texture maps. &lt;b&gt;Coefficients of a biquadratic polynomial are stored per texel, and used to reconstruct the surface color under varying lighting conditions&lt;/b&gt;.&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;Like bump mapping, this allows the perception of surface deformations. However, our method is image based, and &lt;b&gt;photographs of a surface under varying lighting conditions can be used to construct these maps&lt;/b&gt;.&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;Unlike bump maps, Polynomial Texture Maps (PTMs) also c&lt;b&gt;apture variations due to surface self-shadowing and interreflections&lt;/b&gt;, which enhance realism. Surface colors can be efficiently reconstructed from polynomial coefficients and light directions with minimal fixed-point hardware.&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;We have also found PTMs useful for producing a number of other effects such as anisotropic and Frensel shading models and variable depth of focus. Lastly, we have discovered several &lt;a href=&quot;http://www.hpl.hp.com/research/ptm/se.html&quot; class=&quot;udrline&quot;&gt;reflectance function transformations&lt;/a&gt; that act as contrast enhancement operators.&amp;nbsp;&lt;/font&gt;&lt;br /&gt;&lt;/p&gt; &lt;/blockquote&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;div align=&quot;right&quot;&gt;&lt;b&gt;[ &lt;a href=&quot;http://www.hpl.hp.com/research/ptm/index.html&quot;&gt;HP&lt;/a&gt; ]&lt;/b&gt;&lt;/div&gt;
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                <guid isPermaLink="true">http://antipatterns.hautetfort.com/archive/2007/01/28/glift-generic-data-structures-for-graphics-hardware.html</guid>
                <title>Glift: Generic Data Structures for Graphics Hardware</title>
                <link>http://antipatterns.hautetfort.com/archive/2007/01/28/glift-generic-data-structures-for-graphics-hardware.html</link>
                <author>noreply@hautetfort.com (Dazibao)</author>
                                                <category>PAPERS</category>
                                                <pubDate>Sun, 28 Jan 2007 13:15:00 +0100</pubDate>
                <description>
                    &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span&gt;Les GPU sont appelés à devenir de plus en plus polyvalents. Voici une petite thèse sur le sujet, histoire d’occuper le week end:&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;br /&gt;&lt;/p&gt; &lt;div align=&quot;justify&quot;&gt; &lt;blockquote&gt;&lt;font color=&quot;#0000FF&quot;&gt;This dissertation demonstrates t&lt;b&gt;hat a data structure abstraction for graphics processing units (GPUs) can simplify the description of new and existing data structures, stimulate development of complex GPU algorithms, and perform equivalently to hand-coded implementations&lt;/b&gt;.&lt;/font&gt;&lt;/blockquote&gt; &lt;blockquote&gt;&amp;nbsp;&lt;/blockquote&gt; &lt;blockquote&gt;&lt;font color=&quot;#0000FF&quot;&gt;We define the GPU computation model in terms of parallel iteration over data structure elements and demonstrate iteration over complex structures. We also present a case that future interactive rendering solutions will be an inseparable mix of general-purpose, data-parallel GPU programming (GPGPU) and traditional graphics programming.&lt;/font&gt;&lt;/blockquote&gt; &lt;/div&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#0000FF&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: right&quot; align=&quot;right&quot;&gt;&lt;span&gt;&lt;b&gt;[ &lt;a href=&quot;http://graphics.cs.ucdavis.edu/~lefohn/work/dissertation/&quot;&gt;Aaron E. Lefohn&lt;/a&gt; ]&lt;/b&gt;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: right&quot; align=&quot;right&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;div style=&quot;text-align: center&quot;&gt;&lt;a href=&quot;http://graphics.cs.ucdavis.edu/~lefohn/work/dissertation/&quot;&gt;&lt;img src=&quot;http://antipatterns.hautetfort.com/images/medium_dragonStructure.jpg&quot; alt=&quot;medium_dragonStructure.jpg&quot; style=&quot;border-width: 0pt; margin: 0.7em 0pt&quot; /&gt;&lt;/a&gt;&lt;/div&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: right&quot; align=&quot;center&quot;&gt;&amp;nbsp;&lt;/p&gt;
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                <guid isPermaLink="true">http://antipatterns.hautetfort.com/archive/2006/08/30/skin-deformation-capture.html</guid>
                <title>Skin Deformation Capture...</title>
                <link>http://antipatterns.hautetfort.com/archive/2006/08/30/skin-deformation-capture.html</link>
                <author>noreply@hautetfort.com (Dazibao)</author>
                                                <category>PAPERS</category>
                                                <pubDate>Wed, 30 Aug 2006 20:39:16 +0200</pubDate>
                <description>
                    &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;La technologie est souvent faite de va et viens. Une technologie à la mode devient obsolète, puis revient à la mode 10 ans plus tard. Les systèmes d’animations en sont un exemple flagrant.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;A l’époque où Quake représentais le parangon du jeu vidéo, l’animation étais comparativement très simple. Une liste de mesh représentant chaque pose d’une animation était interpolée entre elles. Cette technique était incroyablement basique et rigide.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;a href=&quot;http://pakrat.fragland.net/&quot;&gt;&lt;img src=&quot;http://pakrat.fragland.net/screenshots/mdl.jpg&quot; width=&quot;100%&quot; /&gt;&lt;/a&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;Aujourd’hui, nous sommes à l’heure de l’animation de squelette, du skinning et de la motion capture. L’idée derrière cette technologie était de ne conserver que l’information principale de l’animation, en l’occurrence la rotation des os du squelette. En réduisant l’espace du problème, le regain de souplesse permettait de faire des choses plus avancées, comme l’interpolation multiple entre animations, ou le contrôle de ragdoll.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;a href=&quot;http://mocap.embodied.net/index.html&quot;&gt;&lt;img src=&quot;http://mocap.embodied.net/images/vicon-composite-web.jpg&quot; width=&quot;100%&quot; /&gt;&lt;/a&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;Pourtant, la simplification pose d’autres problèmes. Par exemple, la motion capture perd énormément d’information, en particulier le déplacement de la chair sur les os. En conséquence, les animations ainsi produites, bien que plus réaliste, sont souvent un peu statique.&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;Mais que se passe-t-il quand on applique la motion capture non pas à un squelette, mais à un mesh reconstruit&amp;nbsp;? Les résultats sont tout bonnement épatant&amp;nbsp;:&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;a href=&quot;http://graphics.cs.cmu.edu/projects/muscle/&quot;&gt;&lt;img src=&quot;http://graphics.cs.cmu.edu/projects/muscle/teaser.jpg&quot; width=&quot;100%&quot; /&gt;&lt;/a&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;blockquote&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;During dynamic activities, the surface of the human body moves in many subtle but visually significant ways: bending, bulging, jiggling, and stretching.&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;We present a technique for capturing and animating those motions using a commercial motion capture system and approximately 350 markers. Although the number of markers is significantly larger than that used in conventional motion capture, it is only a sparse representation of the true shape of the body.&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;We supplement this sparse sample with a detailed, actor-specific surface model. The motion of the skin can then be computed by segmenting the markers into the motion of a set of rigid parts and a residual deformation (approximated first as a quadratic transformation and then with radial basis functions).&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;&amp;nbsp;&lt;/font&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;font color=&quot;#000099&quot;&gt;We demonstrate the power of this approach by capturing flexing muscles, high frequency motions, and abrupt decelerations on several actors. We compare these results both to conventional motion capture and skinning and to synchronized video of the actors.&lt;/font&gt;&lt;/p&gt; &lt;/blockquote&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: right&quot; align=&quot;right&quot;&gt;&lt;b&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;[&lt;/span&gt; &lt;a href=&quot;http://graphics.cs.cmu.edu/projects/muscle/&quot;&gt;Sang Il Park and Jessica K. Hodgins&lt;/a&gt;&lt;/b&gt; &lt;b&gt;&lt;span&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;]&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt; &lt;img src=&quot;http://graphics.cs.cmu.edu/projects/muscle/teaser2.jpg&quot; width=&quot;100%&quot; /&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p class=&quot;MsoNormal&quot; style=&quot;text-align: justify&quot;&gt;&lt;span xml:lang=&quot;FR&quot; lang=&quot;FR&quot;&gt;Ainsi va le cycle de la technologie. Evidemment, les mêmes problèmes se posent aujourd’hui qu’avec ceux d’hier, mais nous sommes bien mieux armés pour y faire face. Mais j’y reviendrai peut être une autre fois…&lt;/span&gt;&lt;/p&gt;
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