Handbook of Virtual Humans
Nadia Magnenat-Thalmann, Daniel Thalmann
John Wiley & Sons, Oct 31, 2005 - Computers - 468 pages
Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans.
Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area.
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2 Face Cloning and Face Motion Capture
3 Body Cloning and Body Motion Capture
4 Anthropometric Body Modeling
5 Body Motion Control
6 Facial Deformation Models
7 Body Deformations
8 Hair Simulation
12 Body Gesture Recognition and Action Response
13 Interaction with 3D Objects
14 Groups and Crowd Simulation
15 Rendering of Skin and Clothes
16 Standards for Virtual Humans
Appendix A Damped Least Square PseudoInverse J+l
Appendix B HAnim Joint and Segment Topology
Appendix C Facial Animation Parameter Set
Other editions - View all
actions actor agent algorithm anthropometric applications approach articulated autonomous B-spline behavior body model BRDF bump mapping camera Chapter characters cloth complex components computer graphics constraints continuum mechanics control points coordinate crowd crowd simulation database defined described detailed displacement dynamics elastic emotions equation example extraction face model facial animation facial expressions feature points Figure fluid frame function garment geometric global groups H-Anim hair strands implicit surfaces individual hair input integration interaction interpolation inverse kinematics joint layer linear Magnenat-Thalmann manipulation mechanical mesh metaballs method motion capture muscle nodes parameterization particle systems perform phonemes polygonal polygonal meshes position posture pre-defined problem real-time realistic region rendering representation segment sequence shape simulation skeleton skin smart object solution space specific speech animation structure surface task techniques texture texture mapping Thalmann vector vertex vertices Virtual Environments Virtual Humans viseme visual Z-buffer