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 motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans.
Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the...
Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medica...
Virtual reality is fundamentally changing the way people think about computers and computing. It is recognized as the technology of the 90s and beyond. These proceedings cover current developments.
Virtual reality is fundamentally changing the way people think about computers and computing. It is recognized as the technology of the 90s and beyond...
This book is the fruit of many years of experience on the creation of synthetic worldsandvirtualrealities.Ourgoalistotransmitthisexperiencetostudents and ease the learning curve required to master the creation of Virtual Reality (VR) applications. We start by providing some brief answers to key questions such as: where did VR come from? what are the main concepts that help us understand this research ?eld? what are the current VR trends? and last but not least, how can we create virtual worlds? Throughout the book we consider the terms virtual environment, v- tualworld and VRapplication...
This book is the fruit of many years of experience on the creation of synthetic worldsandvirtualrealities.Ourgoalistotransmitthisexperiencetostudents ...
Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global deformations. Simulating deformable avatars ensures a more realistic simulation of virtual humans. The research requires models for capturing of geometrie and kinematic data, the synthesis of the realistic human shape and motion, the parametrisation and motion retargeting, and several appropriate deformation models. Once a deformable avatar has been created and animated, the researcher must model high-level behavior and introduce agent...
Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global ...
N. Magnenat-Thalmann Nadia Magnenat-Thalmann Daniel Thalmann
The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovative approaches to Modelling Human Motion, Models of Collision Detection and Perception, Facial Animation and Communication, Specific Animation Models, Realistic Rendering for Animation, and Behavioral Animation.
The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovat...
MODULA-2 is a new programming language which was created by Niklaus Wirth of the Swiss Federal Institute of Technology (ETH) in Zurich. The lan guage is derived from PASCAL: it includes all aspects of PASCAL and some times improves on them. Moreover, MODULA-2 includes the important "mod ule" concept, as well as multiprogramming capabilities and a way of implemen ting low-level software in an elegant manner. In summary, MODULA-2 may be used equally well as a general-purpose programming language and as a system implementation language. MODULA-2 provides the programmer with a good way of writing...
MODULA-2 is a new programming language which was created by Niklaus Wirth of the Swiss Federal Institute of Technology (ETH) in Zurich. The lan guage ...
This volume contains research papers that were presented at the Sixth Eurographics Workshop on Animation and Simulation which took place at Maastricht, The Nether lands, September 2-3, 1995. A core area within computer graphics, animation is concerned with the computer synthesis of dynamic scenes. The creation of realistic animation based on the simulation of physical and biological phenomena is a unify ing and rapidly evolving research theme. This series of workshops, an activity of the Eurographics Working Group on Animation and Simulation, is an international forum where researchers...
This volume contains research papers that were presented at the Sixth Eurographics Workshop on Animation and Simulation which took place at Maastricht...
Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in this area.
The comparison of simulation with reality, the realistic appearance of virtual humans and their behavior, group structure and their motion, and collision avoidance are just some examples of these challenges. For most of the applications of crowds, it is now a requirement to have...
Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas o...
This book presents the making of computer-generated films using three-dimensional synthetic actors. It is based mainly on the production of the film Rendez-vous a Montreal, an animated film that uses advanced computer techniques to achieve such effects as reincarnating film stars Humphrey Bogart and Marilyn Monroe. The main purpose of Rendez-vous a Montreal is to show that true synthetic actors can be created. This fllm represents a technological breakthrough which opens up new vistas in motion pictures, television, and advertising. With this technique, it will now be possible to produce...
This book presents the making of computer-generated films using three-dimensional synthetic actors. It is based mainly on the production of the film R...
New Trends in Computer Graphics contains a selection of research papers submitted to Computer Graphics International '88 (COl '88). COl '88 is the Official Annual Conference of the Computer Graphics Society. Since 1982, this conference ha~ been held in Tokyo. This year, it is taking place in Geneva, Switzerland. In 1989, it will be held in Leeds, U. K. , in 1990 in Singapore, in 1991 in U. S. A. and in 1992 in Montreal, Canada. Over 100 papers were submitted to CGI '88 and 61 papers were selected by the International Program Committee. Papers have been grouped into 6 chapters. The flrst...
New Trends in Computer Graphics contains a selection of research papers submitted to Computer Graphics International '88 (COl '88). COl '88 is the Off...