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Prem Kalra, Nadia Magnenat-Thalmann, Laurent Moccozet, Gael Sannier, Amaury Aubel, and Daniel Thalmann, Real-time animation of realistic virtual humans, IEEE Computer Graphics and Applications 18 (1998), no. 5, 42--57. 2

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Real Time Skin Deformation with Bones Blending - Ladislav Kavan Charles (2003)   (Correct)

....bones blending is an alternative to improvements of vertex blending. It does not use the concept of vertex blending it builds only on the basic skeletal animation. A different approach to real time human body modeling, which is based on special software called BodyBuilder, is presented in [Kal98]. The next section describes the basic skeletal animation principles and its improvement by vertex blending. Our alternative to vertex blending is presented in Section 3. Section 4 compares discussed approaches in terms of visual results and rendering times. 2. SKELETAL ANIMATION Let us ....

Kalra, P., Magnenat Thalmann, N., Moccozet, L., Sannier, G., Aubel, A., Thalmann, D. Real-time Animation of Realistic Virtual Humans. IEEE Computer Graphics and Applications,Vol.18, No.5, pp.42-55, 1998


Using Haptic Vector Fields for Animation Motion Control - Donald, Henle (1999)   (2 citations)  (Correct)

.... and HOVFs were developed in the context of control for non linear geometric dynamics, and have a wide range of applications [1, 13, 2, 9, 14] There have been a number of elegant papers on processing motion data [5, 23] multitarget motion interpolation [20] real time control of virtual humans [10], retargeting of motion [7] motion transitions [21] and constraint based motion adaptation [8] Inspired by this work, we employ very simple forms of interpolation and motion processing in order to demonstrate the power of haptic vector fields for animation motion control. We believe that in the ....

P. Kalra, N. Magnenat-Thalmann, L. Moccozet, G. Sannier, A. Amaury, and D. Thalmann. Real-time animation of realistic virtual humans. IEEE Computer Graphics and Applications, pages 42--56, Sept. 1998.


VHD: a system for directing real-time virtual actors - Balcisoy, Thalmann, Thalmann (1999)   (4 citations)  (Correct)

....a real guest) while showing a high quality rendered virtual human. This system is very similar to what is used by a real puppeteer, except that more control is given to the user due to the complexity of animation that can be triggered. In this paper, we do not discuss animation techniques as in [5], but we present a new kind of system dedicated to the real time production of multimedia products and TV shows. This system, named VHD may also be used for character animation on high end systems and interaction with Web based applications. VHD focuses on two important issues: Fully ....

P. Kalra et al., (1998) Real-time Animation of Realistic Virtual Humans, IEEE Computer Graphics and Application, September issue.


Using Haptic Vector Fields for Animation Motion Control - Donald, Henle (1999)   (2 citations)  (Correct)

.... and NHVF s were developed in the context of control for non linear geometric dynamics, and have a wide range of applications [1, 13, 2, 9, 14] There have been a number of elegant papers on processing motion data [5, 21] multi target motion interpolation [18] real time control of virtual humans [10], retargeting of motion [7] motion transitions [19] and constraint based motion adaptation [8] Inspired by this work, we employ very simple forms of interpolation and motion processing in order to demonstrate the power of haptic vector fields for animation motion control. We believe that in the ....

P. Kalra, N. Magnenat-Thalmann, L. Moccozet, G. Sannier, A. Amaury, and D. Thalmann. Real-time animation of realistic virtual humans. IEEE Computer Graphics and Applications, pages 42--56, Sept. 1998.


Sharing Attractions on the Net with VPARK - Joslin, Molet..   Self-citation (Thalmann)   (Correct)

....have put considerable efforts to develop and integrate several modules into a system capable of animating realistic virtual humans in a real time performance. This includes modeling and representing virtual humans with high realism and the simulation of human face and body movements in real time [13]. The feature of realism becomes even more important in NVE s, where the communication among participants is crucial for their sense of presence. In the following section, we introduce our Attraction Builder software to describe the creation process as well as the framework for real time ....

....more important to aid in communication. Figure 1. In VPARK system, representative avatars and virtual actors co exist. 2.2.1. Face and Body Models Textured polygonal mesh representations of virtual actors from different sources are used. Face models are either from our in house modeling tool [13] or from the automatic method of generating clones from two photos [14] The latter allows participants to represent themselves in an effective way. In any case, face models are generated from the modification of a generic model, which is given with animation structure that they can be animated ....

P. Kalra, N. Magnenat Thalmann, L. Moccozet, G. Sannier, A. Aubel and D.Thalmann, Real-time animation of realistic virtual humans, IEEE Computer Graphics and Animation, 1998.


VPARK - A Windows NT Software Platform for A.. - Seo, Joslin.. (2000)   Self-citation (Thalmann)   (Correct)

....We have put considerable efforts to develop and integrate several modules into a system capable of animating realistic virtual humans in real time performance. This includes modeling and representing virtual humans with high realism, simulation of human face and body movements in real time[12]. The feature of realism becomes even more important in NVEs, where the communication among participants is crucial for their sense of presence. For many years it has been possible to visit virtual worlds using a real time interactive system, to interact and share experiences with people only ....

....action, rather than tedious description of each movement. Figure 1. In VPARK system, representative avatars and virtual actors co exist. 2.2.1. Models Textured polygonal mesh representations of virtual actors from different sources are used. Face models are either from our in house modeling tool[12] or from the automatic method of generating clones from 2 photos[15] The latter allows participants to represent themselves in an effective way. In any case, face models are from the modification of the generic model, which is given with animation structure. This enables them to be animated with ....

[Article contains additional citation context not shown here]

P. Kalra, N. Magnenat Thalmann, L. Moccozet, G. Sannier, A. Aubel, D.Thalmann. "Real-time animation of realistic virtual humans". IEEE Computer Graphics and Animation, 1998.


Realistic Deformation of Human Body Shapes - Aubel, Thalmann (2000)   (3 citations)  Self-citation (Thalmann Aubel)   (Correct)

....as a function of joint angle. Similar techniques are still used in most of the commercial animation systems available. Recent work with polygonal skin meshes concentrates on speeding up the deformation process: Kalra et al. organise skin vertices in a specific manner, grouping them in contours [Kalra98] By setting the orientation and position of each contour, they obtain a smooth deformation of human limbs and trunk. As deformations are not computed on an individual vertex basis but for grouping contours, real time results are achieved. Similarly, Sun and his colleagues restrict the number of ....

....line and a muscle mesh. The action line, represented by a polyline with any number of vertices, is moved for each posture using a predefined behaviour and a simple physically based simulation. It is then used as a skeleton for the surface mesh and the deformations are produced in a usual way [Kalra98, Sun99] 1 An corch denotes the three dimensional representation of the human body with the envelope of skin and fat removed. 4.1 Action line First of all, the user specifies for each vertex of the action line a default behaviour: the vertex is mapped to a specific bone and its motion is ....

P. Kalra, N. Magnenat Thalmann, L. Moccozet, G. Sannier, A. Aubel, D. Thalmann, "RealTime Animation of Realistic Virtual Humans", Computer Graphics and Applications, Vol. 18, No. 5, 1988, pp. 42-56.


Real-time Display of Virtual Humans: Levels of Details and .. - Aubel, Boulic, Thalmann (2000)   (6 citations)  Self-citation (Aubel Thalmann)   (Correct)

....posture taken on by the skeleton, appropriate skin deformations are computed using a technique that makes use of the cross sections described in Section 2.1. Although this technique is conceptually very simple, it yields satisfactory results in terms of realism at virtually no extra computing cost [22]. Even fine details such as bulges induced by the contraction of certain muscles, or heaving of the chest due to breathing, can be rendered. The basic idea for fast deformations of the human limbs and trunk is to manipulate the cross sectional contours thus transforming a complicated 3D operation ....

....single R10000 195MHz Octane workstation to compute the deformations of all body parts for this model. Thus, a walking sequence involving all body parts runs on the same machine at 36 frames per second. Computing the contour deformations accounts for less than one third of the total rendering time [22]. Obviously, the real bottleneck rather lies in the drawing process. It follows that there is only a marginal difference between rendering a deformable skin and a rigid one. Furthermore, as the computational cost of our deformation method is directly proportional to the number of ....

P. Kalra, N. Magnenat-Thalmann, L. Moccozet, G. Sannier, A. Aubel, D. Thalmann "Real-Time Animation of Realistic Virtual Humans", Computer Graphics and Applications, Vol.18, No5, 1998, pp.42-55


Dynamic Motion Models - Grünvogel, Lange, Piesk (2002)   (Correct)

No context found.

Prem Kalra, Nadia Magnenat-Thalmann, Laurent Moccozet, Gael Sannier, Amaury Aubel, and Daniel Thalmann, Real-time animation of realistic virtual humans, IEEE Computer Graphics and Applications 18 (1998), no. 5, 42--57. 2


Layered Animation of Captured Data - Sun, Hilton, Smith, Illingworth (2000)   (4 citations)  (Correct)

No context found.

Kalra, P. and Magnenat Thalmann, N. (1998). Real-time animation of realistic virtual human. IEEE Computer Graphics and Applications, 18(5):42---56.


A Fuzzy Rule-Based Interactive Methodology for Training.. - Karunaratne, Yan   (Correct)

No context found.

KALRA, P., MAGNENAT-THALMANN, N., MOCCOZET, L., SANNIER, G., AUBEL, A. and THALMANN, D. (1998): Real-time animation of realistic virtual humans, IEEE Computer Graphics and Applications, 42 - 56.

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