Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Goal-directed human animation of multiple movements
Proceedings on Graphics interface '90
Making them move: mechanics, control, and animation of articulated figures
Making them move: mechanics, control, and animation of articulated figures
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Multi-level direction of autonomous creatures for real-time virtual environments
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Wavesworld: a testbed for constructing three-dimensional semi-autonomous animated characters
Wavesworld: a testbed for constructing three-dimensional semi-autonomous animated characters
Layered compositing of facial expression
ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97
Computational modeling for the computer animation of legged figures
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
The ALIVE system: full-body interaction with autonomous agents
CA '95 Proceedings of the Computer Animation
Desktop theater: automatic generation of expressive animation*
Desktop theater: automatic generation of expressive animation*
A Midsummer Night's Dream (with flying robots)
Autonomous Robots
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Virtual Worlds can seem to come to life when they have virtual characters in them. On the other hand, if these characters are not "believable" they can actually damage the sense of presence and immersion for a human participant. This problem is not purely one of engineering or of artistic judgement, but rather it calls for a combination of both. How do we combine technology and artistic content effectively to create believable interactive virtual characters? We will look at several examples from our own research and try to extrapolate some principles.