A multiresolution spline with application to image mosaics
ACM Transactions on Graphics (TOG)
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Reading between the lines—a method for extracting dynamic 3D with texture
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
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
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Crowd modelling in collaborative virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Group Behaviors for Systems with Significant Dynamics
Autonomous Robots
Automatic Creation of 3D Facial Models
IEEE Computer Graphics and Applications
Virtual Human Representation and Communication in VLNet
IEEE Computer Graphics and Applications
Real-Time Animation of Realistic Virtual Humans
IEEE Computer Graphics and Applications
Dirichlet Free-Form Deformations and their Application to Hand Simulation
CA '97 Proceedings of the Computer Animation
Ribbon Networks for Modeling Navigable Paths of Autonomous Agents in Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Human Motion Capture Data Compression by Model-Based Indexing: A Power Aware Approach
IEEE Transactions on Visualization and Computer Graphics
An Overview of the COVEN Platform
Presence: Teleoperators and Virtual Environments
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In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly important issue that has lagged in development behind other issues such as network architectures and space structuring. In this paper, we expose the importance of using virtual humans within these systems and provide a brief overview of several virtual humans technologies used in particular for simulation of crowds. As the main technical contribution, the paper presents the integration of these technologies with the COVEN-DIVE platform, the extension of the DIVE system developed within the COVEN project. In conjunction with this, we present our contributions through the COVEN project to the MPEG-4 standard concerning the representation of virtual humans.