Personal Virtual Humans — Inhabiting the TalkZone and beyond

  • Authors:
  • D. Ballin;M. Lawson;M. A. Lumkin;J. Osborne

  • Affiliations:
  • -;-;-;-

  • Venue:
  • BT Technology Journal
  • Year:
  • 2002

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Abstract

One of the fundamental goals of graphics has always been to visually create a three-dimensional person that is indistinguishable from a real person. This target is only slightly short of being reached, as was demonstrated when Columbia Pictures released Final Fantasy in 2001, an animated science fiction film with high-definition emotive characters. Through what has been a cultural and technological convergence, we are now starting to see software tools and techniques that can generate life-like characters while not sacrificing the human judgement and artistic skills that are needed in character animation. Computer games, films, and the Internet are now starting to use virtual humans, which as our conclusion will show will become more realistic. However, a new challenge has been set — people now do not want to just play a computer game with a visually realistic character, or see a television programme with a vivid computer generated character — they want to see themselves in that computer game or film. The future is towards individuals having their own virtual clones, which they can utilise in computer-generated worlds an applications. This paper will discuss the advantages of having a personal computer-generated character, and also describe several systems that BTexact Technologies have successfully developed and deployed to generate them, as well as some of the applications for which they can be used. The paper will finish by glimpsing into the future of what we can expect to see in the next few years, with the advent of this new exciting technology.