Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Hierarchical motion controllers for real-time autonomous virtual humans
Lecture Notes in Computer Science
Breathe easy: model and control of human respiration for computer animation
Graphical Models - Special issue on SCA 2004
Real-time expressive gaze animation for virtual humans
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Evaluating models of speaker head nods for virtual agents
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Interactive motion modeling and parameterization by direct demonstration
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
Towards a common framework for multimodal generation: the behavior markup language
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
An example-based motion synthesis technique for locomotion and object manipulation
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
ADAPT: the agent development and prototyping testbed
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
SmurVEbox: a smart multi-user real-time virtual environment for generating character animations
Proceedings of the Virtual Reality International Conference: Laval Virtual
Virtual character performance from speech
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Towards higher quality character performance in previz
Proceedings of the Symposium on Digital Production
Mobile personal healthcare mediated by virtual humans
Proceedings of the companion publication of the 19th international conference on Intelligent User Interfaces
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We describe a system for animating virtual characters that encompasses many important aspects of character modeling for simulations and games. These include locomotion, facial animation, speech synthesis, reaching/grabbing, and various automated non-verbal behaviors, such as nodding, gesturing and eye saccades. Our system implements aspects of character animation from the research community that yield high levels of realism and control.