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Kizamu: a system for sculpting digital characters

Published: 01 August 2001 Publication History

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.

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cover image ACM Conferences
SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniques
August 2001
600 pages
ISBN:158113374X
DOI:10.1145/383259
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 01 August 2001

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Author Tags

  1. ADFs
  2. character design
  3. digital sculpting
  4. distance fields
  5. graphics systems
  6. rendering
  7. triangulation
  8. volume modeling

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SIGGRAPH '01 Paper Acceptance Rate 65 of 300 submissions, 22%;
Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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  • (2024)AeroINR: Meta-learning for Efficient Generation of Aerodynamic GeometriesMachine Learning and Knowledge Discovery in Databases. Applied Data Science Track10.1007/978-3-031-70378-2_28(452-467)Online publication date: 8-Sep-2024
  • (2023)A Hessian-Based Field Deformer for Real-Time Topology-Aware Shape EditingSIGGRAPH Asia 2023 Conference Papers10.1145/3610548.3618191(1-11)Online publication date: 10-Dec-2023
  • (2022)Methods of Interactive Modeling and Visualization of Functionally Defined Objects for 3D Web ApplicationsOptoelectronics, Instrumentation and Data Processing10.3103/S875669902201013758:1(91-97)Online publication date: 8-Jul-2022
  • (2021)Virtual Materiality: Realistic Clay Sculpting in VRExtended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play10.1145/3450337.3483475(105-110)Online publication date: 15-Oct-2021
  • (2020)Massively parallel rendering of complex closed-form implicit surfacesACM Transactions on Graphics10.1145/3386569.339242939:4(141:1-141:10)Online publication date: 12-Aug-2020
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  • (2019)Numerical Sculpting: Volumetric Modelling Tools for In Place Spatial Additive ManufacturingImpact: Design With All Senses10.1007/978-3-030-29829-6_11(132-145)Online publication date: 29-Aug-2019
  • (2018)Evaluation of Object Surface Edge Profiles Detected with a 2-D Laser Scanning SensorSensors10.3390/s1811406018:11(4060)Online publication date: 21-Nov-2018
  • (2018)Hidden Surface Removal for Accurate Painting-Area Calculation on CAD Models2018 31st SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI)10.1109/SIBGRAPI.2018.00008(9-16)Online publication date: Oct-2018
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