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Proceedings of Computer Animation 2002 (CA 2002)

21-21 June 2002

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Displaying Results 1 - 25 of 36
  • Proceedings of Computer Animation 2002 (CA 2002)

    Publication Year: 2002
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (405 KB)

    The following topics are dealt with: facial animation; virtual heritage and natural phenomena; virtual reality; image-based modeling and animation; database systems for animation; standards for human animation; autonomous characters and behavioral animation; digital media communication; simulation of clothes; medical applications; and motion retargeting. View full abstract»

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  • Formational parameters and adaptive prototype instantiation for MPEG-4 compliant gesture synthesis

    Publication Year: 2002, Page(s):111 - 119
    Cited by:  Papers (11)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (805 KB) | HTML iconHTML

    This paper introduces Gesture Engine, an animation system that synthesizes human gesturing behaviors from augmented conversation transcripts using a database of highlevel gesture definitions. An abstract scripting language to specify hand-arm gestures is introduced that incorporates knowledge from sign language research, psycholinguistics, and traditional keyframe animation. A new planning algorit... View full abstract»

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  • Accurate simulation of hip joint range of motion

    Publication Year: 2002, Page(s):215 - 219
    Cited by:  Papers (2)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (886 KB) | HTML iconHTML

    This paper presents a hip joint motion simulation method using accurate hip joint center (HJC) and hip range of motion. We calculate the extreme hip joint range of motion centered on the HJC that is located by an automatic calculation algorithm on 3D reconstructed surface models. We make 3D bone surface models from computer tomography or magnetic resonance imaging. The medical objective is to quan... View full abstract»

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  • Author index

    Publication Year: 2002, Page(s): 271
    Request permission for commercial reuse | PDF file iconPDF (225 KB)
    Freely Available from IEEE
  • Employing approximate 3D models to enrich traditional computer assisted animation

    Publication Year: 2002, Page(s):183 - 190
    Cited by:  Papers (3)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (932 KB) | HTML iconHTML

    Although computer assistance for traditional animation is gaining a lot of attention during recent years, it still has to cope with many limitations. Part of the current research focuses on employing full 3D input models, which are rendered and even animated in many different non-photorealistic (NPR) styles. Disadvantages are the need to create complicated 3D models and the many difficulties to ac... View full abstract»

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  • Knowledge discovery and memory space as asymmetric information-the architecture of the Internet media lab netzspannung.org

    Publication Year: 2002, Page(s):173 - 182
    Cited by:  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (768 KB) | HTML iconHTML

    In this paper we describe the elements of netzspannung.org, an on-line media laboratory as a Competence Centre for digital art, culture and technology. To this end netzspannung.org is being developed as an open distributed toolbox for knowledge discovery and experimentation with networked media resources accompanied by community, information channels and media strategies connecting processes in vi... View full abstract»

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  • Interactively evolving virtual environment maps with continuous layered pattern functions

    Publication Year: 2002, Page(s):49 - 52
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (485 KB) | HTML iconHTML

    Interactive aesthetic selection is used to evolve populations of images. The images are generated using continuous layered pattern functions which are based on procedural texturing techniques. Gene values are used to control the visual properties of regular and irregular layered feature patterns. A wide range of feature shapes is produced by implicit shape function blending and bombing. The evolve... View full abstract»

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  • Prototyping and transforming visemes for animated speech

    Publication Year: 2002, Page(s):248 - 251
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (643 KB) | HTML iconHTML

    Animated talking faces can be generated from a set of predefined face and mouth shapes (visemes) by either concatenation or morphing. Each facial image corresponds to one or more phonemes, which are generated in synchrony with the visual changes. Existing implementations require a full set of facial visemes to be captured or created by an artist before the images can be animated. In this work we g... View full abstract»

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  • Extensive and efficient search of human movements with hierarchical reinforcement learning

    Publication Year: 2002, Page(s):103 - 107
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (332 KB) | HTML iconHTML

    This paper proposes a method for creating human movements by imposing positional constraints of end-effectors at multiple key-frames. We introduce hierarchical reinforcement learning for efficiently searching postures at each key-frame among the huge number of possible candidates. The mechanical structures of virtual characters are also hierarchically decomposed so as to suit the learning mechanis... View full abstract»

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  • Randomly accessible procedural animation of physically approximate turbulent motion

    Publication Year: 2002, Page(s):43 - 48
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (570 KB) | HTML iconHTML

    Complex virtual environments can be simulated with physical or procedural motion. Physical motion is more realistic, but requires the integration of an ordinary differential equation from an initial state. Procedural motion has the advantage of being randomly accessible, though it is not physically based. We combine these techniques into a multiresolution model. A coarse-level simulation is sample... View full abstract»

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  • GENESIS: generation of E-population based on statistical information

    Publication Year: 2002, Page(s):81 - 85
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (670 KB) | HTML iconHTML

    Simulating virtual environments populated with virtual but realistic crowds requires dozens of different face and body geometries. We present GENESIS (GENeration of E-population based on Statistical Information), an application that allows automatic generation of desired population models. The aim of this application is to generate any population group that is statistically calculated to satisfy g... View full abstract»

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  • A Web3D toolbox for creating H-Anim compatible actors

    Publication Year: 2002, Page(s):120 - 125
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (431 KB) | HTML iconHTML

    The H-ANIM TOOLBOX is a Java applet containing a collection of easy-to-use tools to create 3D actors for Web applications. The generated actors have a scenegraph-based VRML/X3D structure with a skeleton-like joint-segment hierarchy complying with the H-Anim standard. A variety of actors is supported: from simple segmented models with predefined animations via organic bodies with seamless deformati... View full abstract»

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  • AMOBA: a database system for annotating captured human movements

    Publication Year: 2002, Page(s):98 - 102
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (213 KB) | HTML iconHTML

    For the management of a large number of motion data for humanoid virtual actors we propose to use a database system to store and retrieve motion data with additional information. We show key questions lying behind the different classification schemes for human motion. Having obtained these criteria, we deduce the requirements a database has to fulfil for coping different classification schemes. We... View full abstract»

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  • Model-based animation of co-verbal gesture

    Publication Year: 2002, Page(s):252 - 257
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (543 KB) | HTML iconHTML

    Virtual conversational agents are supposed to combine speech with non-verbal modalities for intelligible and believable utterances. However, the automatic synthesis of co-verbal gestures is still struggling with several problems like naturalness in procedurally generated animations, flexibility in pre-defined movements, and synchronization with speech. In this paper we focus on generating complex ... View full abstract»

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  • Specifying MPEG-4 body behaviors

    Publication Year: 2002, Page(s):126 - 130
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (336 KB) | HTML iconHTML

    The MPEG-4 standard specifies a set of low-level animation parameters for body animation, but does not provide any high-level functionality for the control of avatars or embodied agents. In this paper we discuss the required features for a script format allowing designers to easily specify complex bodily behaviors, and describe a system and its associated syntax - Body Animation Script (BAS) - whi... View full abstract»

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  • Virtual climbing plants competing for space

    Publication Year: 2002, Page(s):33 - 42
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (674 KB) | HTML iconHTML

    An old algorithm for visual simulation of climbing plants is extended here. Plants are modeled as systems of oriented particles that are able to sense their environment. Particles move to the best locations using directed random walk. We use the phenomenon of traumatic reiteration for critical cases. If there is no location for further growth possible the particle dies, but before that it sends a ... View full abstract»

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  • Bilayered approximate integration for rapid and plausible animation of virtual cloth with realistic wrinkles

    Publication Year: 2002, Page(s):203 - 211
    Cited by:  Papers (6)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (715 KB) | HTML iconHTML

    We present an efficient method for rapid animation of mass-spring model with a large number of mass-points. Realistic cloth simulation requires large amount of time in general. This is not only because the calculation for one step requires much time but also because the cloth simulation easily tends to become unstable. Although the implicit method can make the simulation stable, it is still imposs... View full abstract»

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  • Evaluating video-based motion capture

    Publication Year: 2002, Page(s):75 - 80
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (342 KB) | HTML iconHTML

    Motion capture can be an effective method of creating realistic human motion for animation. Unfortunately, the quality demands for animation place challenging demands on a capture system. To date, capture solutions that meet these demands have required specialized hardware that is invasive and expensive. Computer vision could make animation data much easier to obtain. Unfortunately, current techni... View full abstract»

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  • Conversational virtual character for the Web

    Publication Year: 2002, Page(s):240 - 247
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (493 KB) | HTML iconHTML

    Talking virtual characters are graphical simulations of real or imaginary persons capable of human-like behaviour, most importantly talking and gesturing. Coupled with artificial intelligence (AI) techniques, the virtual characters are expected to represent the ultimate abstraction of a human-computer interface, the one where the computer looks, talks and acts like a human. Such an interface would... View full abstract»

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  • CoArt: coarticulation region analysis for control of 2D characters

    Publication Year: 2002, Page(s):17 - 22
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (770 KB) | HTML iconHTML

    A facial analysis-synthesis framework based on a concise set of local, independently actuated, coarticulation regions (CRs) is presented for the control of 2D animated characters. CRs are parameterized by muscle actuations and thereby provide a physically meaningful description of face state that is easily abstracted to higher-level descriptions of facial expression. An independent component analy... View full abstract»

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  • Building artificial memory to autonomous agents using dynamic and hierarchical finite state machine

    Publication Year: 2002, Page(s):164 - 169
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (585 KB) | HTML iconHTML

    This paper presents a model for building agents' memories in virtual environments. This approach allows the generation of agents' memory during the simulation, without user intervention. Moreover the memory can be used to generate behavioural reactive rules. We use dynamic and hierarchical finite state machine (DHFSM) in order to represent the agents past experiences View full abstract»

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  • Point representation augmented to surface reconstruction in image-based VR

    Publication Year: 2002, Page(s):55 - 64
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (727 KB) | HTML iconHTML

    In this paper we propose a hybrid representation of environment models by a point representation augmented to geometric representation of surface polygons reconstructed from multiple reference images, through which a real time walkthrough of a complex environment can be achieved. By the method, we start from classification of pixels of the source images into two categories, corresponding respectiv... View full abstract»

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  • Homotopic database animation

    Publication Year: 2002, Page(s):89 - 97
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (572 KB) | HTML iconHTML

    Very large databases on the Web have been changing dynamically and have become complicated today. This research aims at helping users' understanding of database changes by database animation. As a case study, animating budget management of one company is researched It shows clearly that database animation help understand the flow of plans and the distribution of the whole budget. Furthermore, it h... View full abstract»

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  • Spacetime sweeping: an interactive dynamic constraints solver

    Publication Year: 2002, Page(s):261 - 270
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (509 KB) | HTML iconHTML

    This paper presents a new method for editing an existing motion to satisfy a set of user-specified constraints, and in doing so guaranteeing the kinematic and dynamic soundness of the transformed motion. We cast the motion editing problem as a constrained state estimation problem based on the per-frame Kalman filter framework. To handle various kinds of kinematic and dynamic constraints in a scala... View full abstract»

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  • Anatomy-based joint models for virtual human skeletons

    Publication Year: 2002, Page(s):220 - 224
    Cited by:  Papers (9)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (519 KB) | HTML iconHTML

    This paper describes a new joint model for articulated human skeletons. The model is based in human anatomy and was conceived for use in medical applications. In this model, we try to overcome some limitations of other models used in computer graphics. For validation, we compared a knee modeled by our approach with a simulator, a plastic model of a knee, and images taken during a video-arthroscopy View full abstract»

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