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A dead-reckoning technique for streaming virtual human animation

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3 Author(s)
T. K. Capin ; Comput Graphics Lab., Fed. Inst. of Technol., Lausanne, Switzerland ; J. Esmerado ; D. Thalmann

In networked virtual environments (NVEs), users are represented by their virtual embodiments. The articulated structure of these embodiments introduces a new complexity in the representation and streaming of animations, especially when the number of participants in the simulation increases. This requires real-time algorithms to decrease the networking overhead. The dead-reckoning technique is a way to reduce the required bit rate, and has been used for simple nonarticulated objects in popular NVE systems. We introduce a dead-reckoning technique for articulated virtual human figures, based on the MPEG-4 body animation specification, using Kalman filtering

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IEEE Transactions on Circuits and Systems for Video Technology  (Volume:9 ,  Issue: 3 )