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Deformable Avatars [electronic resource] : IFIP TC5/WG5.10 DEFORM'2000 Workshop November 29-30, 2000 Geneva, Switzerland and AVATARS'2000 Workshop November 30-December 1, 2000 Lausanne, Switzerland by Magnenat-Thalmann, Nadia

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TitleDeformable Avatars [electronic resource] : IFIP TC5/WG5.10 DEFORM'2000 Workshop November 29-30, 2000 Geneva, Switzerland and AVATARS'2000 Workshop November 30-December 1, 2000 Lausanne, Switzerland
CreatorMagnenat-Thalmann, Nadia, Thalmann, Daniel
Year2001
PPI600
PublisherBoston, MA : Springer US
LanguageEnglish
Mediatypetexts
SubjectComputer science, Artificial intelligence, Computer vision, Computer graphics, Artificial intelligence, Computer graphics, Computer science, Computer vision
ISBN9780306470028, 0306470020
Collectionfolkscanomy_miscellaneous, folkscanomy, additional_collections
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Identifierspringer_10.1007-978-0-306-47002-8
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Deformable Avatars: IFIP TC5/WG5.10 DEFORM’2000 Workshop November 29–30, 2000 Geneva, Switzerland and AVATARS’2000 Workshop November 30–December 1, 2000 Lausanne, SwitzerlandAuthor: Nadia Magnenat-Thalmann, Daniel Thalmann Published by Springer US ISBN: 978-1-4757-4930-4 DOI: 10.1007/978-0-306-47002-8Table of Contents:Animated Heads: From 3D Motion Fields to Action Descriptions A Muscle-Based 3D Parametric Lip Model for Speech-Synchronized Facial Animation Feature Point Based Mesh Deformation Applied to MPEG-4 Facial Animation A Feature-Based Deformable Model for Photo-Realistic Head Modelling Multiresolution Modeling and Interactive Deformation of Large 3D Meshes Locally Interpolating Subdivision Surfaces Supporting Free-Form 2D Deformations Object-Oriented Reformulation and Extension of Implicit Free-Form Deformations Soft Tissue Modelling from 3D Scanned Data Contextually Embodied Agents On Implicit Modeling for Fitting Purposes Interactive Modelling of MPEG-4 Deformable Human Body Models Efficient Muscle Shape Deformation Towards the Ultimate Motion Capture Technology Delaunay Triangles Model for Image-Based Motion Retargeting A Vector-Space Representation of Motion Data for Example-Based Motion Synthesis Parametrization and Range of Motion of the Ball-and-Socket Joint Towards Behavioral Consistency in Animated Agents PECS Communicative Autonomous Agents Design Issues for Conversational User Interfaces: Animating and Controlling 3D Faces, With the increasing success of Networked Virtual Environments, Games and Web 3D, there is a need for new techniques to permit the creation and animation of Virtual Humans. Users may be represented by realistic avatars that they can control, but also autonomous Virtual Humans agents can now inhabit these Virtual Worlds. Virtual Humans with their soft tissues, skin, muscles, organs and clothes are completely deformable. There are many methods to enable the representation and deformation of these structures. These methods may be geometric or physics-based. Presenting a selection of the latest research work addressing various aspects related to deformable avatars, this book covers complementary topics such as body modelling and animation, face modelling and animation, physics-based and free-form deformations, motion capture, avatars technologies and agents. This volume is comprised of the combined proceedings of the DEFORM'2000 and AVATARS'2000 workshops, which were sponsored by the International Federation for Information Processing (IFIP) and organized by IFIP Working Group 5.10. The workshops were held in Geneva and Lausanne, Switzerland in November/December 2000, 1. Animated Heads: From 3D Motion Fields to Action Descriptions -- 2. A Muscle-based 3D Parametric Lip Model for Speech-Synchronized Facial Animation -- 3. Feature Point Based Mesh Deformation Applied to MPEG-4 Facial Animation -- 4. A Feature-based Deformable Model for Photo-Realistic Head Modelling -- 5. Multiresolution Modeling and Interactive Deformation of Large 3D Meshes -- 6. Locally Interpolating Subdivision Surfaces Supporting Free-Form 2D Deformations -- 7. Object-Oriented Reformulation and Extension of Implicit Free-Form Deformations -- 8. Soft Tissue Modeling from 3D Scanned Data -- 9. Contextually Embodied Agents -- 10. On Implicit Modelling for Fitting Purposes -- 11. Interactive Modelling of MPEG-4 Deformable Human Body Models -- 12. Efficient Muscle Shape Deformation -- 13. Towards the Ultimate Motion Capture Technology -- 14. Delaunay Triangles Model for Image-Based Motion Retargeting -- 15. A Vector-Space Representation of Motion Data for Example-based Motion Synthesis -- 16. Parametrization and Range of Motion of the Ball-and-Socket Joint -- 17. Towards Behavioral Consistency in Animated Agents -- 18. PECS: A Reference Model for Human-Like Agents -- 19. Communicative Autonomous Agents -- 20. Design Issues for Conversational User Interfaces: Animating and Controlling 3D Faces -- 21. Constructing Virtual Human Life Simulations