A global human walking model with real-time kinematic personification
The Visual Computer: International Journal of Computer Graphics - Special issue on computer animation 1989/90
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
Fourier principles for emotion-based human figure animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A frequency-domain analysis of head-motion prediction
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
Virtual Human Representation and Communication in VLNet
IEEE Computer Graphics and Applications
Inertial Head-Tracker Sensor Fusion by a Complimentary Separate-Bias Kalman Filter
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
An Introduction to the Kalman Filter
An Introduction to the Kalman Filter
Proceedings of the fourth symposium on Virtual reality modeling language
Virtual Human Representation and Communication in VLNet
IEEE Computer Graphics and Applications
Viewpoint adaptation during navigation based on stimuli from the virtual environment
Web3D '03 Proceedings of the eighth international conference on 3D Web technology
LoD Management on Animating Face Models
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Using cursor prediction to smooth telepointer jitter
GROUP '03 Proceedings of the 2003 international ACM SIGGROUP conference on Supporting group work
Motion prediction for caching and prefetching in mouse-driven DVE navigation
ACM Transactions on Internet Technology (TOIT)
Presence: Teleoperators and Virtual Environments
Human Motion Capture Data Compression by Model-Based Indexing: A Power Aware Approach
IEEE Transactions on Visualization and Computer Graphics
Hand Motion Prediction for Distributed Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Motion Prediction for Online Gaming
Motion in Games
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
CRIWG'05 Proceedings of the 11th international conference on Groupware: design, Implementation, and Use
A dynamic message filtering technique for 3D cyberspaces
Computer Communications
Motion-aware adaptive dead reckoning algorithm for collaborative virtual environments
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Pipeline-Architecture Based Real-Time Active-Vision for Human-Action Recognition
Journal of Intelligent and Robotic Systems
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In networked virtual environments; when the participants are represented by virtual human figures, the articulated structure of the human body introduces a new complexity in the usage of the network resources. This might create a significant overhead in communication, especially as the number of participants in the simulation increases. In addition, the animation should be realistic, as it is easy to recognize anomalies in the virtual human animation. This requires real-time algorithms to decrease the network overhead, while considering characteristics of body motion. The dead-reckoning technique is a way to decrease the number of messages communicated among the participants, and has been used for simple non-articulated objects in popular systems. In this paper, we introduce a dead-reckoning technique for articulated virtual human figures based on Kalman filtering, and discuss main issues and present experimental results.