Advanced animation and rendering techniques
Advanced animation and rendering techniques
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
Production and playback of human figure motion for visual simulation
ACM Transactions on Modeling and Computer Simulation (TOMACS) - Special issue on graphics, animation, and visualization for simulation environments
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Integration of motion control techniques for virtual human and avatar real-time animation
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
BEAT: the Behavior Expression Animation Toolkit
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
On-line locomotion generation based on motion blending
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Practical parameterization of rotations using the exponential map
Journal of Graphics Tools
Real-Time Reach Planning for Animated Characters Using Hardware Acceleration
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Interactive Manipulation Planning for Animated Characters
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
Synthesizing multimodal utterances for conversational agents: Research Articles
Computer Animation and Virtual Worlds
Behavior planning for a reflexive agent
IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence - Volume 2
SmartBody: behavior realization for embodied conversational agents
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
The Behavior Markup Language: Recent Developments and Challenges
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
The Rickel Gaze Model: A Window on the Mind of a Virtual Human
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Can virtual humans be more engaging than real ones?
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: intelligent multimodal interaction environments
Full-body hybrid motor control for reaching
MIG'10 Proceedings of the Third international conference on Motion in games
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Nonverbal behavior generator for embodied conversational agents
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Building a character animation system
MIG'11 Proceedings of the 4th international conference on Motion in Games
ADAPT: the agent development and prototyping testbed
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Continuous and synchronized whole-body motions are essential for achieving believable autonomous virtual humans in interactive applications.We present a new motion control architecture based on generic controllers that can be hierarchically interconnected and reused in real-time. The hierarchical organization implies that leaf controllers are motion generators while the other nodes are connectors, performing operations such as interpolation, blending, and precise scheduling of children controllers.We also describe how the system can correctly handle the synchronization of gestures with speech in order to achieve believable conversational characters. For that purpose, different types of controllers implement a generic model of the different phases of a gesture.