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26-29 May 1999

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Displaying Results 1 - 24 of 24
  • Proceedings Computer Animation 1999

    Publication Year: 1999
    Request permission for commercial reuse | PDF file iconPDF (197 KB)
    Freely Available from IEEE
  • Index of authors

    Publication Year: 1999, Page(s): 235
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    Freely Available from IEEE
  • High level specification and control of communication gestures: the GESSYCA system

    Publication Year: 1999, Page(s):24 - 35
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3364 KB)

    This paper describes a complete system for the specification and the generation of communication gestures. A high level language for the specification of hand-arm communication gestures has been developed. This language is based both on a discrete description of space, and on a movement decomposition inspired from sign language gestures. Communication gestures are represented through symbolic comm... View full abstract»

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  • Fast synthetic vision, memory, and learning models for virtual humans

    Publication Year: 1999, Page(s):118 - 127
    Cited by:  Papers (23)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (412 KB)

    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 pla... View full abstract»

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  • Skin aging estimation by facial simulation

    Publication Year: 1999, Page(s):210 - 219
    Cited by:  Papers (2)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (144 KB)

    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 ... View full abstract»

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  • Real-time collision detection for virtual surgery

    Publication Year: 1999, Page(s):82 - 90
    Cited by:  Papers (25)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (220 KB)

    We present a simple method for performing real-time collision detection in a virtual surgery environment. The method relies on the graphics hardware for testing the interpenetration between a virtual deformable organ and a rigid tool controlled by the user. The method enables to take into account the motion of the tool between two consecutive time steps. For our specific application, the new metho... View full abstract»

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  • A hybrid elastic model allowing real-time cutting, deformations and force-feedback for surgery training and simulation

    Publication Year: 1999, Page(s):70 - 81
    Cited by:  Papers (12)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (224 KB)

    We describe the basic components of a surgery simulator prototype developed at INRIA. After a short presentation of the geometric modeling of anatomical structures from medical images, we insist on the physical modeling components which must allow realistic interaction with surgical instruments. We present three physical models which are well suited for surgery simulation. Those models are based o... View full abstract»

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  • Virtual reality simulation modeling for a haptic glove

    Publication Year: 1999, Page(s):195 - 200
    Cited by:  Papers (17)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (3820 KB)

    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) co... View full abstract»

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  • Automatically generating virtual guided tours

    Publication Year: 1999, Page(s):99 - 106
    Cited by:  Papers (6)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (128 KB)

    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 ra... View full abstract»

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  • Emotionally expressive agents

    Publication Year: 1999, Page(s):48 - 57
    Cited by:  Papers (112)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (180 KB)

    The ability to express emotions is important for creating believable interactive characters. To simulate emotional expressions in an interactive environment, an intelligent agent needs both an adaptive model for generating believable responses, and a visualization model for mapping emotions into facial expressions. Recent advances in intelligent agents and in facial modeling have produced effectiv... View full abstract»

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  • A behavioral interface to simulate agent-object interactions in real time

    Publication Year: 1999, Page(s):138 - 146
    Cited by:  Papers (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (436 KB)

    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 virtu... View full abstract»

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  • A software system to carry-out virtual experiments on human motion

    Publication Year: 1999, Page(s):16 - 23
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (152 KB)

    This work presents a simulation system designed to carry-out virtual experiments on human motion. 3D visualization, automatic code generation and generic control design patterns provide biomechanicians and medics with dynamic simulation tools. The paper first deals with the design of mechanical models of human beings. It also presents design patterns of controllers for an upper-limb model composed... View full abstract»

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  • Recursive dynamics and optimal control techniques for human motion planning

    Publication Year: 1999, Page(s):220 - 234
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (392 KB)

    We present an efficient optimal control based approach to simulate dynamically correct human movements. We model virtual humans as a kinematic chain consisting of serial, closed loop, and tree-structures. To overcome the complexity limitations of the classical Lagrangian formulation and to include knowledge from biomechanical studies, we have developed a minimum-torque motion planning method. This... View full abstract»

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  • Visible volume buffer for efficient hair expression and shadow generation

    Publication Year: 1999, Page(s):58 - 65
    Cited by:  Papers (4)  |  Patents (12)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (756 KB)

    Much research has been conducted on hair modeling and hair rendering with considerable success. However, the immense number of hair strands means that memory and CPU time requirements are very severe. To reduce the memory and the time needed for hair modeling and rendering, a visible volume buffer is proposed. Instead of using thousands of thin hairs, the memory usage and hair modeling time can be... View full abstract»

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  • MPEG-4 compatible faces from orthogonal photos

    Publication Year: 1999, Page(s):186 - 194
    Cited by:  Papers (17)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (412 KB)

    MPEG-4 is scheduled to become an international standard in March 1999. The paper demonstrates an experiment for a virtual cloning method and animation system, which is compatible with the MPEG-4 standard facial object specification. Our method uses orthogonal photos (front and side view) as input and reconstructs the 3D facial model. The method is based on extracting MPEG-4 face definition paramet... View full abstract»

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  • Group interaction in a surround screen environment

    Publication Year: 1999, Page(s):92 - 98
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (728 KB)

    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.... View full abstract»

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  • Collaborative animation over the network

    Publication Year: 1999, Page(s):107 - 116
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (572 KB)

    The continuously increasing complexity of computer animations makes it necessary to rely on the knowledge of various experts to cover the different areas of computer graphics and animation. This fact leads to increasing effort being put into research concerning cooperative working over the Internet. However, it still requires substantial effort and time to combine different animation techniques in... View full abstract»

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  • Human motion coordination: example of a juggler

    Publication Year: 1999, Page(s):148 - 159
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (188 KB)

    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 ra... View full abstract»

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  • Alhambra: a system for producing 2D animation

    Publication Year: 1999, Page(s):38 - 47
    Cited by:  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1412 KB)

    There is a great interest in producing computer animation that looks like 2D classic animation. The flat shading, silhouettes and inside contour lines are all visual characteristics that, joined to flexible expressiveness, constitute the basic elements of 2D animation. We have developed methods for obtaining the silhouettes and interior curves from polygonal models. Virtual lights is a new method ... View full abstract»

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  • Virtual human animation based on movement observation and cognitive behavior models

    Publication Year: 1999, Page(s):128 - 137
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (364 KB)

    Automatically animating virtual humans with actions that reflect real human motions is still a challenge. We present a framework for animation that is based on utilizing empirical and validated data from movement observation and cognitive psychology. To illustrate these, we demonstrate a mapping from effort motion factors onto expressive arm movements, and from cognitive data to autonomous attenti... View full abstract»

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  • Realistic articulated character positioning and balance control in interactive environments

    Publication Year: 1999, Page(s):160 - 168
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (256 KB)

    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 t... View full abstract»

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  • Animation of human walking in virtual environments

    Publication Year: 1999, Page(s):4 - 15
    Cited by:  Papers (6)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (136 KB)

    This paper presents an interactive hierarchical motion control system dedicated to the animation of human figure locomotion in virtual environments. As observed in gait experiments, controlling the trajectories of the feet during gait is a precise end-point control task. Inverse kinematics with optimal approaches are used to control the complex relationships between the motion of the body and the ... View full abstract»

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  • Virtual people: capturing human models to populate virtual worlds

    Publication Year: 1999, Page(s):174 - 185
    Cited by:  Papers (25)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (33792 KB)

    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 enab... View full abstract»

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  • Virtual input devices based on motion capture and collision detection

    Publication Year: 1999, Page(s):201 - 209
    Cited by:  Papers (3)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1844 KB)

    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 com... View full abstract»

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