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Date 3-4 June 1996

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Displaying Results 1 - 24 of 24
  • Proceedings Computer Animation '96

    Publication Year: 1996
    Request permission for commercial reuse | PDF file iconPDF (107 KB)
    Freely Available from IEEE
  • Author index

    Publication Year: 1996
    Cited by:  Papers (1)
    Request permission for commercial reuse | PDF file iconPDF (46 KB)
    Freely Available from IEEE
  • Motion fairing

    Publication Year: 1996, Page(s):136 - 143
    Cited by:  Papers (4)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (944 KB)

    Motion capturing is widely used for generating realistic motions. A 3D input device captures a sequence of 6 DOF rigid motion samples. The sampled data consists of two components, translation and orientation; the former is represented by a vector in R3 and the latter by a rotation matrix in the rotation group, SO(3). Since the sequence of data contains sampling noises, the captured moti... View full abstract»

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  • The physical modelling of complex physical structures: the mechanical clockwork, motion, image and sound

    Publication Year: 1996, Page(s):36 - 46
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (728 KB)

    The paper deals with physical modelling and more particularly with the particle based modelling technique used by the Cordis-Anima modeller simulator designed by the ACROE. Our goal is to show that is possible to model a rigid articulate system with a complex geometry thanks to this technique. We chose an example of this category that seemed to us to be the most significant (complex and complete) ... View full abstract»

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  • Real-time animation of a virtual arm and its collisions with a virtual environment

    Publication Year: 1996
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (44 KB)

    Summary form only given, as follows. Realistic rendering of the virtual body limb movements represents one of the most interesting research areas for the design and implementation of the component of a virtual environment system. The paper addresses the description of a complete experimental virtual environment system including real time graphical rendering of upper limb movements as well as force... View full abstract»

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  • Fast contact localisation between deformable polyhedra in motion

    Publication Year: 1996, Page(s):126 - 135
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (700 KB)

    This paper presents a new approach to detect and localise contact between concave deformable polyhedra. In this case there are many contact points between two polyhedra, the proposed algorithm detects and localises the contact in linear time O(n). It returns also the direction of this contact and the value of the maximum inter-penetration between the two convex-hulls of these two polyhedra View full abstract»

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  • Physical models of loose soils dynamically marked by a moving object

    Publication Year: 1996, Page(s):27 - 35
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1020 KB)

    The paper deals with the modeling of loose soil (sandy, muddy, etc.). When an object moves on such grounds, the object's and the soil's movement both depend on the mutual physical interactions, and therefore are very difficult to achieve with kinematic or geometric models. We use a particle based dynamic modeler and achieve a discrete model of plasticity, which accounts for the influence of the so... View full abstract»

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  • On the silhouette cartoon animation

    Publication Year: 1996, Page(s):110 - 117
    Cited by:  Papers (2)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (456 KB)

    This research addresses the issue of human visual cognitive capability to identify an object irrespective of object orientation throughout the course of object movement in computer animation. The identification is by cognizing the shape characteristics that are independent of the object orientation as invariants. Taking a simple case of a silhouette cartoon animation and having a dolphin as a popu... View full abstract»

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  • Animation in the virtual world

    Publication Year: 1996, Page(s):5 - 12
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (744 KB)

    Most virtual environments are sterile places where the objects rarely interact with each other, and the user moves through the space as if most of the objects weren't there. Interesting virtual environments require a high level of user interaction. The user must be able to interact with the objects in the environment, and there must be interesting activities occurring in the environment. Providing... View full abstract»

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  • From text description to animation sequences

    Publication Year: 1996, Page(s):175 - 183
    Cited by:  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (660 KB)

    Most current user manuals for electro-mechanical devices are text-based. The inclusion of interactive 3D graphics and multimedia adds physical dimension and realism to “reading” the manual, and encourages the users to explore and experiment with the manual. The new manual should provide the seamless environment for the users to browse the manual in either text or graphics modes and to ... View full abstract»

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  • 3D models of the lips for realistic speech animation

    Publication Year: 1996, Page(s):80 - 89
    Cited by:  Papers (3)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (884 KB)

    3D models of the lips have been developed in the framework of an audio visual articulatory speech synthesizer. Unlike most of the regions of the human face, the lips are essentially characterized by their border contours. The internal and external contours of the vermilion zone can be fitted by means of algebraic equations. The coefficients of these equations must be controlled so that the lip sha... View full abstract»

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  • A motion generator framework

    Publication Year: 1996, Page(s):144 - 154
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1168 KB)

    There are two broad categories of research animation system: those designed to support a particular motion synthesis tool, and those whose implementation is intended to foster a particular form of motion generator design (such as object orientation). However, neither of these approaches really provides significant assistance to the animation researcher wishing to quickly evaluate arbitrary new mot... View full abstract»

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  • The animation of autonomous actors based on production rules

    Publication Year: 1996, Page(s):47 - 57
    Cited by:  Papers (10)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1684 KB)

    We present a formal theory of a behavioral L-system and describe as application a real time structured L-system interpreter. The behavioral L-system is a timed, conditional, stochastic, parametric and environmentally sensitive L-system which allows besides the modeling of plant and fractal development the description and animation of autonomous actors completely defined by production rules. A virt... View full abstract»

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  • Adding insight through animation in augmented reality

    Publication Year: 1996, Page(s):14 - 15
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (168 KB)

    Most of the virtual world systems that have been so well publicized over the past ten years use opaque head mounted displays that block off the wearer from the surrounding real world, effectively immersing her within a synthesized environment. These systems hold tremendous promise for certain applications ranging from fantasy games to scientific research. In contrast, we believe that the most powe... View full abstract»

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  • Integrating 2½-D computer animation techniques for supporting traditional animation

    Publication Year: 1996, Page(s):118 - 125
    Cited by:  Papers (2)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (868 KB)

    This paper is about a 2½-D animation system, termed RUFIAS (from RUbbery FIgure Animation System), that is utilized for the creation of computer animation sequences which have the look and feel of traditional hand-drawn animation productions. RUFIAS provides a user interface where various basic methods of animation specification are provided, of which an approximated dynamic motion specific... View full abstract»

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  • AniLan-an animation language

    Publication Year: 1996, Page(s):184 - 189
    Cited by:  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (436 KB)

    Presents a complete description of the simple animation language AniLan. Parameters of objects to be animated can be changed over time with the help of actions, events and cues. The language provides simple and natural control statements. Animation functions can be either written with expressions in the language or taken from libraries. Nested actions and named events provide a convenient way to c... View full abstract»

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  • Simulation of static and dynamic wrinkles of skin

    Publication Year: 1996, Page(s):90 - 97
    Cited by:  Papers (5)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (896 KB)

    Wrinkles are an extremely important contribution for enhancing the realism of human figure models. We present an approach to generate static and dynamic wrinkles on human skin. For the static model, we consider micro and macro structures of the skin surface geometry. For the wrinkle dynamics, an approach using a biomechanical skin model is employed. The tile texture patterns in the micro structure... View full abstract»

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  • Efficient and accurate interference detection for polynomial deformation

    Publication Year: 1996, Page(s):155 - 166
    Cited by:  Papers (9)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1260 KB)

    We present efficient and accurate algorithms for interference detection among objects undergoing polynomial deformation. The scope of our algorithms include physically-based models undergoing dynamic simulation subject to non-penetration constraints, variational models, deformable models used in soft object animation, geometric models including polygonal meshes, parametric surfaces such as Bezier ... View full abstract»

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  • A model of nonverbal communication and interpersonal relationship between virtual actors

    Publication Year: 1996, Page(s):58 - 67
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (776 KB)

    The paper presents a model of nonverbal communication and interpersonal relationship between virtual actors. Nonverbal communication improves their believability. They react not only to the presence of the other actors but also to their postures. Furthermore, their interpersonal relationships me affected by the issue of social interactions. To avoid homogenous group behaviors, each actor is set wi... View full abstract»

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  • User-controlled physics-based animation for articulated figures

    Publication Year: 1996, Page(s):16 - 26
    Cited by:  Papers (16)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1364 KB)

    We present a physics based system for the guided animation of articulated figures. Based on an efficient forward dynamics simulator we introduce a robust feedback control scheme and a fast two stage collision response algorithm. A user of our system provides kinematic trajectories for those degrees of freedom (DOFs) of the figure they want direct control over. The output motion is fully generated ... View full abstract»

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  • Facial animation

    Publication Year: 1996, Page(s):98 - 109
    Cited by:  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1068 KB)

    We present an application to facial animation of the DOGMA (Deformation Of Geometrical Model Animated) model. We describe an order-controlled animation, where a first set of orders simulate the contraction of different facial muscles, a second some facial expressions. The main interest of this method is the manipulation of faces with various shape. Since the deformations given by the animation mod... View full abstract»

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  • Networking large-scale virtual environments

    Publication Year: 1996, Page(s):1 - 4
    Cited by:  Papers (2)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (576 KB)

    The virtual environment research community is focusing on the human computer interaction model for fully articulated 3D humans in the networked virtual environment. As that work moves forward there is the desire to internetwork large numbers of players. The NPSNET Research Group is in the forefront of that work and is focusing on the network and software architecture necessary to support large sca... View full abstract»

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  • 3D measurement technologies for computer animation

    Publication Year: 1996, Page(s):167 - 174
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (448 KB)

    This paper surveys 3D measurement technologies for computer animation and considers unsolved problems on this subject. 3D measurement technologies are actually very important for converting various 3D objects in the real world to 3D models in the virtual world for computer animation. Current 3D measurement technologies have been developed mainly for measuring objects in industrial or scientific fi... View full abstract»

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  • Modeling, tracking and interactive animation of faces and heads//using input from video

    Publication Year: 1996, Page(s):68 - 79
    Cited by:  Papers (33)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1996 KB)

    We describe tools that use measurements from video for the extraction of facial modeling and animation parameters, head tracking, and real time interactive facial animation. These tools share common goals but rely on varying details of physical and geometric modeling and in their input measurement system. Accurate facial modeling involves fine details of geometry and muscle coarticulation. By coup... View full abstract»

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