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Presents the VPARK (Virtual Park) system, which includes a networked virtual environment (NVE) system called W-VLNET and an “attraction building system” that is able to create and modify the attractions used in the NVE. Both systems have been developed in ...
The authors present a virtual tennis game. They describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. They focus on the animation of the virtual tennis bal ...
Nonverbal communication is an important aspect of real-life face-to-face interaction and one of the most efficient ways to convey emotions, therefore users should be provided the means to replicate it in the virtual world. Because articulated embodiments a ...
The challenge in virtual human modeling is to achieve the representation of the main human characteristics with as much realism as possible. Such achievements would allow the simulation and/or analysis of many virtual situations involving humans. Simulatio ...
This paper describes the generation and rendering of three-dimensional (3D) surface cellular automata (CA). Our model’s main advantage is that it gives direct texturing simulation based on the actual shape of anytriangulated input object. We first introduc ...
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 ...
The paper describes a versatile, robust, and parametric ball animation model that can be used in many types of interactive virtual reality (VR) environments. The generic model is particularly useful for animation of ball-like objects such as tennis balls a ...
Motion capture has been adopted for the production of highly realistic movements, as well as for the clinical analysis of pathological motion. In both cases, a skeleton model has to be identified to derive the joint motion. The optical technology has gaine ...
Motion capture techniques are rarely based on orientation measurements for two main reasons: (1) optical motion capture systems are designed for tracking object position rather than their orientation (which can be deduced from several trackers), (2) known ...
Nowadays, it becomes possible to show a live virtual stage application allowing a human's real time participation by motion capture. The big problem in participatory animation is figuring out where to place the camera and in what direction to point it to p ...