Deformable Avatars: IFIP TC5/WG5.10 DEFORM’2000 Workshop November 29–30, 2000 Geneva, Switzerland and AVATARS’2000 Workshop November 30–December 1, 2000 Lausanne, Switzerland

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Nadia Magnenat-Thalmann, Daniel Thalmann
Springer Science & Business Media, Aug 31, 2001 - Computers - 248 pages
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Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global deformations. Simulating deformable avatars ensures a more realistic simulation of virtual humans. The research requires models for capturing of geometrie and kinematic data, the synthesis of the realistic human shape and motion, the parametrisation and motion retargeting, and several appropriate deformation models. Once a deformable avatar has been created and animated, the researcher must model high-level behavior and introduce agent technology. The book can be divided into 5 subtopics: 1. Motion capture and 3D reconstruction 2. Parametrie motion and retargeting 3. Musc1es and deformation models 4. Facial animation and communication 5. High-level behaviors and autonomous agents Most of the papers were presented during the IFIP workshop "DEFORM '2000" that was held at the University of Geneva in December 2000, followed by "A V AT ARS 2000" held at EPFL, Lausanne. The two workshops were sponsored by the "TroisŁ!me Cycle Romand d'Informatique" and allowed participants to discuss the state of research in these important areas. x Preface We would like to thank IFIP for its support and Yana Lambert from Kluwer Academic Publishers for her advice. Finally, we are very grateful to Zerrin Celebi, who has prepared the edited version of this book and Dr. Laurent Moccozet for his collaboration.
 

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Contents

FROM 3D MOTION FIELDS TO ACTION DESCRIPTIONS
1
A MUSCLEBASED 3D PARAMETRIC LIP MODEL FOR SPEECHSYNCHRONIZED FACIAL ANIMATION
12
FEATURE POINT BASED MESH DEFORMATION APPLIED TO MPEG4 FACIAL ANIMATION
24
A FEATUREBASED DEFORMABLE MODEL FOR PHOTOREALISTIC HEAD MODELLING
35
MULTIRESOLUTION MODELING AND INTERACTIVE DEFORMATION OF LARGE 3D MESHES
46
LOCALLY INTERPOLATING SUBDIVISION SURFACES SUPPORTING FREEFORM 2D DEFORMATIONS
59
OBJECTORIENTED REFORMULATION AND EXTENSION OF IMPLICIT FREEFORM DEFORMATIONS
72
SOFT TISSUE MODELLING FROM 3D SCANNED DATA
85
EFFICIENT MUSCLE SHAPE DEFORMATION
132
TOWARDS THE ULTIMATE MOTION CAPTURE TECHNOLOGY
143
DELAUNAY TRIANGLES MODEL FOR IMAGEBASED MOTION RETARGETING
158
A VECTORSPACE REPRESENTATION OF MOTION DATA FOR EXAMPLEBASED MOTION SYNTHESIS
169
PARAMETRIZATION AND RANGE OF MOTION OF THE BALLANDSOCKET JOINT
180
TOWARDS BEHAVIORAL CONSISTENCY IN ANIMATED AGENTS
191
A Reference Model for HumanLike Agents
206
COMMUNICATIVE AUTONOMOUS AGENTS
217

CONTEXTUALLY EMBODIED AGENTS
98
ON IMPLICIT MODELING FOR FITTING PURPOSES
109
INTERACTIVE MODELLING OF MPEG4 DEFORMABLE HUMAN BODY MODELS
120
ANIMATING AND CONTROLLING 3D FACES
228
CONSTRUCTING VIRTUAL HUMAN LIFE SIMULATIONS
240
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