From finger animation to full-body embodiment of avatars with different morphologies and proportions
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De¯ned as attentive process in presence of visual sequences, dynamic visual attention responds to static and motion features as well. For a computer model, a straightforward way to integrate these features is to combine all features in a competitive scheme ...
Simulating a huge number of articulate figures in a real-time application is one of the challenging research topics in character animation. Several researchers have tried to improve the performance of animation using the image-based technique such as ‘impo ...
Convincingly animating virtual humans has become of great interest in many fields since recent years. In computer games for example, virtual humans often are the main characters. Failing to realistically animate them may wreck all previous efforts made to ...
Ever since the development of Computer Graphics in the industrial and academic worlds in the seventies, public knowledge and expertise have grown in a tremendous way, notably because of the increasing fascination for Computer Animation. This specific field ...
Motion capture data is now widely available to create realistic character animation. However, it is difficult to reuse without any additional information. For this reason, annotating motion data with kinematic constraints is a clever step to ease further o ...
CAVE systems are nowadays one of the best Virtual Reality (VR) immersive devices available for rendering virtual environments. Unfortunately, such kind of hardware is extremely expensive, complex and cum-bersome, thus limited in its spread. Several cheaper ...
In this contribution, we describe a novel approach to the problem of setting micrometric droplets in motion. First, this paper reviews the state-of-the-art methods to enable millimetric droplet motion, and investigates the scalability of the most promising ...
Virtual environments need virtual humans that are capable of interacting with objects around them. Existing virtual environments have not found satisfactory general solutions for this problem. The common method is to combine pre-designed (or motion capture ...
Interactive control of a virtual character through full body movement has a wide range of applications. However, there is a need for systems that accurately reproduce the motion of a performer while accounting for surrounding obstacles. We propose an appro ...
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Research into the methods and techniques used in simulating crowds is now reaching maturity, but until now there is no book that focuses on this important topic. Prior approaches have been application-specific focusing on different aspects of collective be ...