TR2001-08

Kizamu: A System For Sculpting Digital Characters


    •  Perry, R.N., Frisken, S.F., "Kizamu: A System for Sculpting Digital Characters", ACM SIGGRAPH, August 2001, pp. 47-56.
      BibTeX TR2001-08 PDF
      • @inproceedings{Perry2001aug2,
      • author = {Perry, R.N. and Frisken, S.F.},
      • title = {Kizamu: A System for Sculpting Digital Characters},
      • booktitle = {ACM SIGGRAPH},
      • year = 2001,
      • pages = {47--56},
      • month = aug,
      • isbn = {1-58113-374-X},
      • url = {https://www.merl.com/publications/TR2001-08}
      • }
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. 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.

 

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    •  NEWS    ACM SIGGRAPH 2001: 7 publications by Hanspeter Pfister, Ron Perry and Jeroen van Baar
      Date: August 12, 2001
      Where: ACM SIGGRAPH
      Brief
      • The papers "Computing 3D Geometry Directly from Range Images" by Frisken, S.F. and Perry, R.N., "A New Method for Numerical Constrained Optimization" by Perry, R.N., "Dynamic Meshing Using Adaptively Sampled Distance Fields" by Pope, J., Frisken, S.F. and Perry, R.N., "Shadermaps: A Method for Accelerating Procedural Shading" by Jones, T.R., Perry, R.N. and Callahan, M., "A Computationally Efficient Framework for Modeling Soft Body Impact" by Frisken, S.F. and Perry, R.N., "Kizamu: A System for Sculpting Digital Characters" by Perry, R.N. and Frisken, S.F. and "Surface Splatting" by Zwicker, M., Pfister, H., van Baar, J. and Gross, M. were presented at ACM SIGGRAPH.
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