From finger animation to full-body embodiment of avatars with different morphologies and proportions
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In virtual human modeling, the shoulder is usually composed of clavicular, scapular and arm segments related by rotational joints. Although the model is improved, the realistic animation of the shoulder is hardly achieved. This is due to the fact that it i ...
Synchronization of speech, facial expressions and body gestures is one of the most critical problems in realistic avatar animation in virtual environments. In this paper, we address this problem by proposing a new high-level animation language to describe ...
Motion capture systems usually work in conjunction with complex 3D applications, such as 3D Studio Max by Kinetix or Maya by Alias/Wavefront. Once models have been created in these applications, motion capture systems provide the necessary data input to an ...
Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body ...
Interactive systems, games, VR and multimedia systems require more and more flexible Virtual Humans with individualities. Behavioral animation seems to be the best way to develop this kind of applications, but there is still a major problem to select the r ...
We present a method for improving robustness in feature-based tracking of human motion. Motion flows of features estimated by a standard tracker are modified to be coherent with neighboring ones. This coherence constraint is computed based on a smooth appr ...
Presents an integration framework for heterogeneous motion generators. The objective is to outline issues that are currently easily solved in the professional post-processing systems used in film and game production but which cannot be transposed “as ...
Optical motion capture provides an impressive ability to replicate gestures. However, even with a highly professional system there are many instances where crucial markers are occluded or when the algorithm confuses the trajectory of one marker with that o ...
In this paper we show how the mass properties of an articulated body, such as its center of mass and its moments of inertia, may be manipulated like any conventional end effector, with well-known iterative, numerical techniques. Within our interactive simu ...
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We describe an approach to construct interactive virtual environments, which are suitable for the development of artificial virtual human life simulations. Our main goal is to have virtual human actors living and working autonomously in virtual environment ...