Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
Efficient techniques for interactive texture placement
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Visually induced motion sickness in virtual environments
Presence: Teleoperators and Virtual Environments
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
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
An Animation Interface Designed for Motion Capture
CA '97 Proceedings of the Computer Animation
Fast Realistic Human Body Deformations for Animation and VR Applications
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
A User-Friendly Texture-Fitting Methodology for Virtual Humans
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Sensor Based Synthetic Actors in a Tennis Game Simulation
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
Mapping Algorithms for Real-Time Control of an Avatar Using Eight Sensors
Presence: Teleoperators and Virtual Environments
Inertial and magnetic posture tracking for inserting humans into networked virtual environments
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Generic 3D Ball Animation Model for Networked Interactive VR Environments
VW '00 Proceedings of the Second International Conference on Virtual Worlds
Multimodal Gumdo Game: The Whole Body Interaction with an Intelligent Cyber Fencer
PCM '02 Proceedings of the Third IEEE Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing
Distributed Virtual Reality Environments Based on Rewriting Systems
IEEE Transactions on Visualization and Computer Graphics
Man Multi-Agent Interaction in VR: A Case Study with RoboCup
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Real handball goalkeeper vs. virtual handball thrower
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Constructing a Gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality
Presence: Teleoperators and Virtual Environments
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Simulating pattern design and layout for group calisthenics and eurhythmics
Simulation and Gaming - Symposium: virtual reality simulation
Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Virtual thrower versus real goalkeeper: The influence of different visual conditions on performance
Presence: Teleoperators and Virtual Environments
Application of simulation and virtual reality to physical education and athletic training
Transactions on Edutainment VII
Virtual humans: back to the future
Proceedings of Graphics Interface 2012
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In this paper we present a virtual tennis game. We describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of the avatars. We focus on the animation of the virtual tennis ball and the behavior of a synthetic, autonomous referee who judges the tennis games. The networked, collaborative, virtual environment system is described with special reference to its interfaces to driver programs. We also mention the virtual reality (VR) devices that are used to merge the interactive players into the virtual tennis environment, together with the equipment and technologies employed for this exciting experience. We conclude with remarks on personal experiences during the game and on future research topics to improve parts of the presented system.