Character Tech News
The latest Character Tech coverage curated for game developers.
arXiv cs.GR details ToCo-Mesh, a dynamic reconstruction method that keeps mesh topology stable while still refining local detail. The paper targets the usual tradeoff between flickering frame-by-frame meshes and rigid …
UMA is a new human-avatar pipeline aimed at producing ultra-detailed digital people through multi-level surface alignment. Published in ACM Transactions on Graphics in February 2027, it targets higher-fidelity body representation …
Curly hair is getting a more practical simulation model with Curly Finite Elements, which splits each strand into a rod-like base plus analytically defined waves or helices. The approach targets …
A new state-of-the-art survey maps the current pipeline for controllable 3D digital humans, from learned priors to personalized avatars. It breaks the space into three stages—learning appearance and motion, building …
A new finite-element skin model simulates contact-driven facial wrinkling with viscoelastic relaxation, high-order solid-shell elements, and anatomically inspired ligament constraints. The goal is temporally coherent wrinkles that hold up under …
A new multi-view capture pipeline can turn facial hair into editable strand assets instead of baking it into face geometry. For teams shipping avatars, that matters because beards, brows, lashes, …