This volume contains the research papers presented at the 12th Eurographics Workshop on Computer Animation and Simulation, Manchester, UK, September 2-3, 2001. The workshop is an international forum for research in computer-animation and simulation. This year, we choose to give a special focus on the modelling and animation of complex phenomena. This includes the modelling of virtual creature- from their body-parts to the control of their behavior, and the animation of natural phenomena such as water, smoke, fire and vegetation. The call for papers required submission of the full papers for...
This volume contains the research papers presented at the 12th Eurographics Workshop on Computer Animation and Simulation, Manchester, UK, September 2...
In this book, various aspects of cognitive and emotional behaviour are described. The book gives examples of some advances that enable VH to behave intelligently. It further provides an overview of these research problems and some unsolved problems.
In this book, various aspects of cognitive and emotional behaviour are described. The book gives examples of some advances that enable VH to behave...
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 ...
Nadia Magnenat-Thalmann Jian J. Zhang David D. Feng
Research into the 3D physiological human focuses on the creation of patient-specific computer models for personalised healthcare. Reporting on how these models can provide a better understanding of human physiology & pathology, this book examines how the evolution & the improvement of technological devices has helped in our understanding.
Research into the 3D physiological human focuses on the creation of patient-specific computer models for personalised healthcare. Reporting on how the...
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...
Thisbook presentsrecentadvancesinthedomainofthe3Dphysiologicalhuman that werepresentedlastDecember at the Workshopon 3D PhysiologicalHuman 2009 that was held in Zermatt, Switzerland. This workshop was funded by the Third Cycle in Computer Science of Western Switzerland named CUSO, the European project Focus K3D (ICT-2007-214993), the European Marie Curie project 3D Anatomical Human (MRTN-CT-2006-035763) and the European Network of Excellence InterMedia (NoE-IST-2006-038419). 3D physiological human research is a very active ?eld supported by several scienti?c projects. Many of them are funded...
Thisbook presentsrecentadvancesinthedomainofthe3Dphysiologicalhuman that werepresentedlastDecember at the Workshopon 3D PhysiologicalHuman 2009 that w...
This book contains the research on modeling bodies, cloth and character based adaptation performed during the last 3 years at MIRALab at the University of Geneva. More than ten researchers have worked together in order to reach a truly 3D Virtual Try On. What we mean by Virtual Try On is the possibility of anyone to give dimensions on her predefined body and obtain her own sized shape body, select a 3D cloth and see oneself animated in Real-Time, walking along a catwalk. Some systems exist today but are unable to adapt to body dimensions, have no real-time animation of body and clothes. A...
This book contains the research on modeling bodies, cloth and character based adaptation performed during the last 3 years at MIRALab at the Universit...
In this book, various aspects of cognitive and emotional behaviour is described. In chapter one, a state of the art introduction to VH is presented and the associated research is given. In Chapter 2, cognitive and emotions processes are described. A Comprehensive context model for multi-party interactions with the VH is given in the next chapter. Finally, it is very important to model the socializing of groups of virtual humans. This is discussed in Chapter 4. The automatic modelling of expressions for VH is described in Chapter 5. The last chapter gives a case study of an intelligent kios...
In this book, various aspects of cognitive and emotional behaviour is described. In chapter one, a state of the art introduction to VH is presented an...
3D Multiscale Physiological Human aims to promote scientific exchange by bringing together overviews and examples of recent scientific and technological advancements across a wide range of research disciplines. As a result, the variety in methodologies and knowledge paradigms are contrasted, revealing potential gaps and opportunities for integration. Chapters have been contributed by selected authors in the relevant domains of tissue engineering, medical image acquisition and processing, visualization, modeling, computer aided diagnosis and knowledge management. The multi-scale and...
3D Multiscale Physiological Human aims to promote scientific exchange by bringing together overviews and examples of recent scientific and technologic...
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...