Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Surfaces over Dirichlet Tessellations
Computer Aided Geometric Design
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A real time anatomical converter for human motion capture
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Virtual Human Representation and Communication in VLNet
IEEE Computer Graphics and Applications
Dirichlet Free-Form Deformations and their Application to Hand Simulation
CA '97 Proceedings of the Computer Animation
A User-Friendly Texture-Fitting Methodology for Virtual Humans
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
A fuzzy rule-based interactive methodology for training multimedia actors
VIP '00 Selected papers from the Pan-Sydney workshop on Visualisation - Volume 2
An Anatomy-Based Approach to Human Muscle Modeling and Deformation
IEEE Transactions on Visualization and Computer Graphics
Sharing Attractions on the Net with VPark
IEEE Computer Graphics and Applications
Populating the Virtual Worlds with Interactive Perceptive Virtual Actors
ECAL '99 Proceedings of the 5th European Conference on Advances in Artificial Life
SimHuman: A Platform for Real-Time Virtual Agents with Planning Capabilities
IVA '01 Proceedings of the Third International Workshop on Intelligent Virtual Agents
Mixing triangle meshes and implicit surfaces in character animation
Proceedings of the Eurographic workshop on Computer animation and simulation
LoD Management on Animating Face Models
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Modeling and Deformation of Arms and Legs Based on Ellipsoidal Sweeping
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Geometric modeling
MuscleBuilder: a modeling tool for human anatomy
Journal of Computer Science and Technology - Special issue on computer graphics and computer-aided design
A Tool for Constructing 3D Environments with Virtual Agents
Multimedia Tools and Applications
Simulating Virtual Humans in Networked Virtual Environments
Presence: Teleoperators and Virtual Environments
Characterization of 3D shape parts for semantic annotation
Computer-Aided Design
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Real-Time Hand Detection and Gesture Tracking with GMM and Model Adaptation
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
A methodology for remote virtual interaction in teleimmersive environments
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Seleton-based data compression for multi-camera tele-immersion system
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Color 3D digital human modeling and its applications to animation and anthropometry
ICDHM'07 Proceedings of the 1st international conference on Digital human modeling
On the use of 3d scanner for chinese opera documentation
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Anatomical modelling of the musculoskeletal system from MRI
MICCAI'06 Proceedings of the 9th international conference on Medical Image Computing and Computer-Assisted Intervention - Volume Part I
Virtual humans: back to the future
Proceedings of Graphics Interface 2012
VHD: a system for directing real-time virtual actors
The Visual Computer: International Journal of Computer Graphics
Hi-index | 0.00 |
At present, few systems possess the multiple functions required to build believable and recognizable real-time deformable humans. We describe our interactive system for building a virtual human, fitting texture to the body and head, and controlling skeleton motion. We first detail the complete animation framework, integrating all the virtual human modules. We then present the first of our two case studies: CyberTennis, where two virtual humans play real-time tennis within our Virtual Life Network Environment system. One real player is in Geneva and her opponent is in Lausanne. An autonomous virtual judge referees the game. The second application combines high-tech artistic choreography in a CyberDance performance shown in a Geneva exhibition hall as part of Computer Animation 97. In this performance, the movements of the choreographer are captured and paralleled, in real time, by the virtual robot counterpart.