1998
DOI: 10.1109/38.708560
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Real-time animation of realistic virtual humans

Abstract: R ecent innovations in interactive digital television 1 and multimedia products have enhanced viewers' ability to interact with programs and therefore to individualize their viewing experience. Designers for such applications need systems that provide the capability of immersing real-time simulated humans in games, multimedia titles, and film animations. The ability to place the viewer in a dramatic situation created by the behavior of other, simulated digital actors will add a new dimension to existing simula… Show more

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Cited by 103 publications
(40 citation statements)
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“…The creation of believable character motion requires controls based on how real bodies work [13]. For this purpose, the skeleton needs to be carefully bound with the model so that the skin determined by the PDE surface.…”
Section: Skeletal Based Animationmentioning
confidence: 99%
“…The creation of believable character motion requires controls based on how real bodies work [13]. For this purpose, the skeleton needs to be carefully bound with the model so that the skin determined by the PDE surface.…”
Section: Skeletal Based Animationmentioning
confidence: 99%
“…Muscles are subsequently individualized (Fig. 2) as follows: A) attachment splines are initialized on bone surfaces from their generic barycentric coordinates; B) a skeleton-driven deformation algorithm [14] (skinning) is applied to generic muscles and medial surfaces according to joint angles; C) soft-tissues/medial surfaces are deformed using internal forces (radial/shape and smoothing constraints), proximity constraints (deforming contacts), and skin surface matching (gradient-based external forces); D) soft-tissues are deformed from the coarse level to the fine level using internal forces, proximity/nonpenetration constraints and intensity profile-based external forces. The best intensity profile size and resolution have been experimentally defined from interactively segmented models by minimizing excursions.…”
Section: Automatic Segmentation Of the Musculoskeletal Systemmentioning
confidence: 99%
“…Traditional immersive virtual reality systems often employ avatars, to represent the human user inside the computer generated environment [10]. Such systems have generated simple avatars by employing markers (e.g.…”
Section: Introductionmentioning
confidence: 99%