Proceedings Computer Animation 1999最新文献

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Virtual input devices based on motion capture and collision detection 基于动作捕捉和碰撞检测的虚拟输入设备
Proceedings Computer Animation 1999 Pub Date : 1999-05-26 DOI: 10.1109/CA.1999.781213
Y. Okada, Ken-ichi Shinpo, Yuzuru Tanaka, D. Thalmann
{"title":"Virtual input devices based on motion capture and collision detection","authors":"Y. Okada, Ken-ichi Shinpo, Yuzuru Tanaka, D. Thalmann","doi":"10.1109/CA.1999.781213","DOIUrl":"https://doi.org/10.1109/CA.1999.781213","url":null,"abstract":"The paper proposes virtual input devices based on collision detection for easy construction of interactive 3D graphics applications which use a motion capture system as a real time input device. Each virtual input device is composed from several collision sensor objects and an actuator object. These objects are software components represented as a visible object which users can manipulate on a computer screen. Each virtual input device has a certain metaphor associated with its role that is determined by location and composition structure of its components. Therefore, it is possible to define various virtual input devices easily only by combining several sensor objects and an actuator object through direct manipulations on a computer screen. The paper presents a realization mechanism and actual examples of virtual input devices.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121934787","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 18
Automatically generating virtual guided tours 自动生成虚拟导览
Proceedings Computer Animation 1999 Pub Date : 1999-05-26 DOI: 10.1109/CA.1999.781203
Tsai-Yen Li, Jyh-Ming Lien, Shih-Yen Chiu, Tzong-Hann Yu
{"title":"Automatically generating virtual guided tours","authors":"Tsai-Yen Li, Jyh-Ming Lien, Shih-Yen Chiu, Tzong-Hann Yu","doi":"10.1109/CA.1999.781203","DOIUrl":"https://doi.org/10.1109/CA.1999.781203","url":null,"abstract":"After the introduction of VRML, 3D Web browsing has become a popular form of networked virtual reality. However, it is still a great challenge for a novice user equipped with a regular desktop PC to navigate in most virtual worlds of moderate complexity. We think the main problem is due to the fact that a user usually uses a 2D mouse to provide low-level navigation control but the display frame rate is not high enough for this servo loop. We consider an alternative metaphor of allowing a user to specify locations of interests on a 2D-layout map and let the system automatically generate the animation of guided tours in virtual architectural environments. Specifically, we aim to generate animations of customizable tour paths and its associated human/camera motions in an on-line manner according to high-level user inputs. We describe an auto-navigation system, in which several efficient path-planning algorithms adapted from robotics are used. This system has been implemented in Java and adopts common VRML browsers as its 3D interface. We also use the geometric model of our departmental building as an example to demonstrate the efficiency and effectiveness of the system.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121771942","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 67
Human motion coordination: example of a juggler 人类动作协调:杂耍者的例子
Proceedings Computer Animation 1999 Pub Date : 1999-05-26 DOI: 10.1109/CA.1999.781208
F. Multon, B. Arnaldi
{"title":"Human motion coordination: example of a juggler","authors":"F. Multon, B. Arnaldi","doi":"10.1109/CA.1999.781208","DOIUrl":"https://doi.org/10.1109/CA.1999.781208","url":null,"abstract":"The paper introduces a novel method for the coordination of human motion based on planification and AI techniques. Motions are considered as black boxes that are activated according to pre-conditions and produce post-conditions in a hybrid continuous and discrete world. Each part of the body is an autonomous entity which cooperates with the others depending on global criteria such as occupation rate and distance to a goal (common to all the entities). This technique makes it possible to easily specify and solve the motion coordination problem of a juggler that deals with a dynamic number of balls in real time.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115241479","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Virtual reality simulation modeling for a haptic glove 触觉手套的虚拟现实仿真建模
Proceedings Computer Animation 1999 Pub Date : 1999-05-26 DOI: 10.1109/CA.1999.781212
V. Popescu, G. Burdea, M. Bouzit
{"title":"Virtual reality simulation modeling for a haptic glove","authors":"V. Popescu, G. Burdea, M. Bouzit","doi":"10.1109/CA.1999.781212","DOIUrl":"https://doi.org/10.1109/CA.1999.781212","url":null,"abstract":"The recent addition of force and touch feedback to virtual reality simulations has enhanced their realism. Research on haptics interfaces is now extended to physical modeling of contact surfaces, object hardness, surface deformation, etc. This is especially needed when dextrous manipulation of virtual objects is concerned. The paper describes a VR system using a haptic glove (Rutgels Master II) connected to a PC workstation, and a new method for modeling virtual hand haptic interactions. An application example presented here is an orthopedic rehabilitation library. The exercises in this library involve interactions with dynamic objects and physical modeling of plasticity.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126510914","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 59
Group interaction in a surround screen environment 在环绕屏幕环境中的群组交互
Proceedings Computer Animation 1999 Pub Date : 1999-05-26 DOI: 10.1109/CA.1999.781202
M. Hoch, D. Schwabe
{"title":"Group interaction in a surround screen environment","authors":"M. Hoch, D. Schwabe","doi":"10.1109/CA.1999.781202","DOIUrl":"https://doi.org/10.1109/CA.1999.781202","url":null,"abstract":"We describe a setup using a surround screen environment (Extended Virtual Environment EVE dome) that we used to explore group interaction in real and virtual space. We have created a prototype framework to explore different modes of group interaction, the position and motion of users in real space are tracked using a vision-based interface that allows the activities of real crowds to be monitored. In the virtual space, we use a simple behavioural animation system that serves as a testbed to generate virtual group and crowd behaviour. Exploring different kinds of dynamic relationships between real and virtual groups gives insight to possible directions of group interaction.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132356237","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
A behavioral interface to simulate agent-object interactions in real time 实时模拟代理-对象交互的行为接口
Proceedings Computer Animation 1999 Pub Date : 1999-05-26 DOI: 10.1109/CA.1999.781207
Marcelo Kallmann, D. Thalmann
{"title":"A behavioral interface to simulate agent-object interactions in real time","authors":"Marcelo Kallmann, D. Thalmann","doi":"10.1109/CA.1999.781207","DOIUrl":"https://doi.org/10.1109/CA.1999.781207","url":null,"abstract":"The paper shows a novel approach to model and control interactive objects for simulations with virtual human agents when real time interactivity is essential. A general conceptualization is made to model objects with behaviors that can provide: information about their functionality changes in appearance from parameterized deformations, and a complete plan for each possible interaction with a virtual human. Such behaviors are described with simple primitive commands, following the actual trend of many standard scene graph file formats that connects language with movements and events to create interactive animations. In our case, special attention is given to correctly interpret object behaviors in parallel; a situation that arrives when many human agents interact at the same time with one same object.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"184 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122421429","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 69
Virtual people: capturing human models to populate virtual worlds 虚拟人:捕捉人体模型来填充虚拟世界
Proceedings Computer Animation 1999 Pub Date : 1999-05-26 DOI: 10.1109/CA.1999.781210
A. Hilton, D. Beresford, Thomas Gentils, Raymond S. Smith, Wei Sun
{"title":"Virtual people: capturing human models to populate virtual worlds","authors":"A. Hilton, D. Beresford, Thomas Gentils, Raymond S. Smith, Wei Sun","doi":"10.1109/CA.1999.781210","DOIUrl":"https://doi.org/10.1109/CA.1999.781210","url":null,"abstract":"A new technique is introduced for automatically building recognisable moving 3D models of individual people. Realistic modelling of people is essential for advanced multimedia, augmented reality and immersive virtual reality. Current systems for whole-body model capture are based on active 3D sensing to measure the shape of the body surface. Such systems are prohibitively expensive and do not enable capture of high-quality photo-realistic colour. This results in geometrically accurate but unrealistic human models. The goal of this research is to achieve automatic low cost modelling of people suitable for personalised avatars to populate virtual worlds. A model based approach is presented for automatic reconstruction of recognisable avatars from a set of low cost colour images of a person taken from four orthogonal views. A generic 3D human model represents both the human shape and kinematic joint structure. The shape of a specific person is captured by mapping 2D silhouette information from the orthogonal view colour images onto the generic 3D model. Colour texture mapping is achieved by projecting the set of images onto the deformed 3D model. This results in the capture of a recognisable 3D facsimile of an individual person suitable for articulated movement in a virtual world. The system is low cost, requires single shot capture, is reliable for large variations in shape and size and can cope with clothing of moderate complexity.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134643228","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 152
Fast synthetic vision, memory, and learning models for virtual humans 虚拟人的快速合成视觉、记忆和学习模型
Proceedings Computer Animation 1999 Pub Date : 1999-05-26 DOI: 10.1109/CA.1999.781205
J. Kuffner, J. Latombe
{"title":"Fast synthetic vision, memory, and learning models for virtual humans","authors":"J. Kuffner, J. Latombe","doi":"10.1109/CA.1999.781205","DOIUrl":"https://doi.org/10.1109/CA.1999.781205","url":null,"abstract":"The paper presents a simple and efficient method of modeling synthetic vision, memory, and learning for autonomous animated characters in real time virtual environments. The model is efficient in terms of both storage requirements and update times, and can be flexibly combined with a variety of higher level reasoning modules or complex memory rules. The design is inspired by research in motion planning, control, and sensing for autonomous mobile robots. We apply this framework to the problem of quickly synthesizing from navigation goals the collision-free motions for animated human figures in changing virtual environments. We combine a low level path planner, a path following controller and cyclic motion capture data to generate the underlying animation. Graphics rendering hardware is used to simulate the visual perception of a character, providing a feedback loop to the overall navigation strategy. The synthetic vision and memory update rules can handle dynamic environments where objects appear, disappear, or move around unpredictably. The resulting model is suitable for a variety of real time applications involving autonomous animated characters.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"189 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115610628","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 106
Skin aging estimation by facial simulation 基于面部模拟的皮肤老化估计
Proceedings Computer Animation 1999 Pub Date : 1999-05-26 DOI: 10.1109/CA.1999.781214
Yin Wu, P. Beylot, N. Magnenat-Thalmann
{"title":"Skin aging estimation by facial simulation","authors":"Yin Wu, P. Beylot, N. Magnenat-Thalmann","doi":"10.1109/CA.1999.781214","DOIUrl":"https://doi.org/10.1109/CA.1999.781214","url":null,"abstract":"We propose a layered facial simulation model for skin aging with wrinkles, which includes muscle, connective tissue and skin layer. Our aim is to simulate relevant facial animation and aging with the guidance of general facial tissue anatomy, so that the model can be extended to medical and cosmetic applications. B-spline muscle patches are automatically adapted to each individual face by mapping the anatomical facial muscle image. Connective tissues are simulated as simple springs with the length of hypodermis thickness that constrain skin movement. Facial skin deformation and aging are estimated based on an elaborated biomechanical model considering large strain deformation and wrinkle formation. Finally, multi-layered color and bump texture mapping are used to represent wrinkle forms and to render an aged face.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129670058","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 20
Realistic articulated character positioning and balance control in interactive environments 在互动环境中,逼真的角色定位和平衡控制
Proceedings Computer Animation 1999 Pub Date : 1999-05-26 DOI: 10.1109/CA.1999.781209
Y. Aydin, M. Nakajima
{"title":"Realistic articulated character positioning and balance control in interactive environments","authors":"Y. Aydin, M. Nakajima","doi":"10.1109/CA.1999.781209","DOIUrl":"https://doi.org/10.1109/CA.1999.781209","url":null,"abstract":"The paper addresses the problem of articulated virtual character positioning using dynamic and kinematic constraints with an emphasis on balancing. The balance of the figure is controlled using a new technique based on the precise manipulation of joint torques. Each joint contributes to the control in proportion to its influence on the balance. The method allows one to control the balance either through direct adjustment of the position of the center of mass when the environmental force interaction is negligible, or through the adjustment of the root joint torque when the center of mass does not provide any useful information. The control of the postures is reduced to some intuitive parameters, simplifying the animator's work enormously. Results are quite realistic and some are presented.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"SE-12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126578106","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
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