Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global deformations. Simulating deformable avatars ensures a more realisti...
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ISBN:
(数字)9780306470028
ISBN:
(纸本)9780792374466;9781475749304
Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global deformations. Simulating deformable avatars ensures a more realistic simulation of virtual humans. The research requires models for capturing of geometrie and kinematic data, the synthesis of the realistic human shape and motion, the parametrisation and motion retargeting, and several appropriate deformation models. Once a deformable avatar has been created and animated, the researcher must model high-level behavior and introduce agent technology. The book can be divided into 5 subtopics: 1. Motion capture and 3D reconstruction 2. Parametrie motion and retargeting 3. Musc1es and deformation models 4. Facial animation and communication 5. High-level behaviors and autonomous agents Most of the papers were presented during the IFIP workshop "DEFORM '2000" that was held at the University of Geneva in December 2000, followed by "A V AT ARS 2000" held at EPFL, Lausanne. The two workshops were sponsored by the "Troisü!me Cycle Romand d'Informatique" and allowed participants to discuss the state of research in these important areas. x Preface We would like to thank IFIP for its support and Yana Lambert from Kluwer Academic Publishers for her advice. Finally, we are very grateful to Zerrin Celebi, who has prepared the edited version of this book and Dr. Laurent Moccozet for his collaboration.
This volume contains the research papers presented at the Eleventh Eurographics Workshop on computer Animation and Simulation which took place in Interlaken, Switzerland, August 21-22, 2000. The workshop is an interna...
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ISBN:
(数字)9783709163443
ISBN:
(纸本)9783211835494
This volume contains the research papers presented at the Eleventh Eurographics Workshop on computer Animation and Simulation which took place in Interlaken, Switzerland, August 21-22, 2000. The workshop is an international forum for research in human animation, physically-based modeling, motion control, animation systems, and other key aspects of animation and simulation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 3 members of the international program committee and additional reviewers. Based on the reviews, 14 papers were accepted and the authors were invited to submit a final version for the workshop. We wish to especially thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist. We are grateful to the Eurographics Association and especially to Werner Purgathofer from the Technical University of Vienna, for his support in publishing the workshop as a volume of the Springer-Verlag Eurographics Series. We also thank the Eurographics '2000 organisers, especially David Duce, and Heinrich Miiller from the EG board. We are also very grateful to lerrin Celebi for the organization of the review process and and Josiane Bottarelli for the registration process.
This text provides a survey of the latest research into the Hough transform for line detection and its contemporary developments. Written with students in mind, this work can serve as a condensed textbook and as a ref...
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ISBN:
(数字)9781447144144
ISBN:
(纸本)9781447144137
This text provides a survey of the latest research into the Hough transform for line detection and its contemporary developments. Written with students in mind, this work can serve as a condensed textbook and as a reference for practitioners working in computer vision. The text also presents an overview and detailed elaboration of recent research related to PClines – a line parameterization based on parallel coordinates. A detailed analysis of the concept is given, including implementation details and measurements. One chapter discusses the detection of chessboard-like patterns, and sets of parallel lines and lines coincident with one (vanishing) point – a topic with many applications, such as 2D barcodes, aerial images, and architecture recognition. The work summarizes recent research in the field, and analyses new advances achieved using the PClines parameterization.
computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computertechnology. Every volume in this series will deal with a topic of importan...
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ISBN:
(数字)9784431681052
ISBN:
(纸本)9784431681076
computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computertechnology. Every volume in this series will deal with a topic of importance in computer science and elaborate on how you yourself can build systems related to the main theme. You will be able to develop a variety of systems, including computer software tools, computer gra phics, computer animation, database management systems, and compu ter-aided design and manufacturing systems. computer Science Work bench represents an important new contribution in the field of practical computertechnology. TOSIYASU L. KUNII Preface to the Second Edition computergraphics is growing very rapidly; only computer animation grows faster. The first edition of the book computer Animation: Theory and Practice was released in 1985. Four years later, computer animation has exploded. Conferences on computer animation have appeared and the topic is recognized in well-known journals as a leading theme. computer-generated film festivals now exist in each country and several thousands of films are produced each year. From a commercial point of view, the computer animation market has grown considerably. TV logos are computer-made and more and more simulations use the technique of computer animation. What is the most fascinating is certainly the development of computer animation from a research point-of-view.
This volume presents the proceedings of computergraphics INTERNATIONAL '93 (COl '93), the Eleventh International Conference of the computergraphics Society (CGS), COl '93 has been held in Lausanne, Switz...
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ISBN:
(数字)9784431684565
ISBN:
(纸本)9784431684589
This volume presents the proceedings of computergraphics INTERNATIONAL '93 (COl '93), the Eleventh International Conference of the computergraphics Society (CGS), COl '93 has been held in Lausanne, Switzerland from June 21-25,1993 under the theme Communicating with Virtual Worlds. Since its foundation in 1983, COl conference has continued to attract high qUality research articles in all aspects of computergraphics and its applications. Previous conferences in this series were held in Japan (1983-1987), in Switzerland (1988), in the United Kingdom (1989), in Singapore (1990), in the United States (1991), and in Japan (1992). Future CG International conferences are planned in Australia (1994), and in the United Kingdom (1995). COS also organizes each year computer Animation in Geneva, an international workshop and computer Generated Film Festival. Two new CGS events are planned in 1993: Pacific graphics '93 in Seoul and MMM '93, an International Conference on Multi-Media MOdeling in Singapore.
This book constitutes the referred proceedings of the First IFIP WG 13.7 International Workshop on Human Aspects of Visualization, HCIV 2009, held in Uppsala, Sweden, in August 2009, as a satellite workshop of INTERAC...
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ISBN:
(数字)9783642196416
ISBN:
(纸本)9783642196409
This book constitutes the referred proceedings of the First IFIP WG 13.7 International Workshop on Human Aspects of Visualization, HCIV 2009, held in Uppsala, Sweden, in August 2009, as a satellite workshop of INTERACT 2009. The 11 revised full papers presented were carefully reviewed and selected from numerous submissions. These articles in this book give an overview of important issues concerning human-computer interaction and information visualization. They highlight the research required to understand what aspects of analysis match human capabilities most closely and how interactive visual support should be designed and adapted to make optimal use of human capabilities in terms of information perception and processing.
The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovative approaches to Modelling Human Motion, Models of Collision Detec...
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ISBN:
(数字)9783709164235
ISBN:
(纸本)9783211833926
The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovative approaches to Modelling Human Motion, Models of Collision Detection and Perception, Facial Animation and Communication, Specific Animation Models, Realistic Rendering for Animation, and Behavioral Animation.
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