1995
DOI: 10.1111/j.1467-8659.1995.cgf143_0337.x
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The HUMANOID Environment for Interactive Animation of Multiple Deformable Human Characters

Abstract: We describe the HUMANOID environment dedicated to human modeling and animation for general multimedia, VR, and CAD applications integrating virtual humans. We present the design of the system and the integration of the various features: generic modeling of a large class of entities with the BODY data structure, realistic skin deformation for body and hands, facial animation, collision detection, integrated motion control and parallelization of computation intensive tasks.

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Cited by 62 publications
(29 citation statements)
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“…In any given body posture (defined by a set of joint angles) this engine will provide a defonned body ready to be rendered. TI1e body representation is based on the Humanoid body model (Boulic, 1995). Titis engine provides the interface for changing the body posture.…”
Section: Vlnetcorementioning
confidence: 99%
“…In any given body posture (defined by a set of joint angles) this engine will provide a defonned body ready to be rendered. TI1e body representation is based on the Humanoid body model (Boulic, 1995). Titis engine provides the interface for changing the body posture.…”
Section: Vlnetcorementioning
confidence: 99%
“…Finally, this synthetic image is composited with the image of the real scene to generate the output image. Virtual human creation and animation is based on the existing Humanoid 2 Esprit European project [3]. However, in all these cases, the virtual humans are not autonomous at all.…”
Section: Introductionmentioning
confidence: 99%
“…For example, Boulic et al proposed the walking engine described in [22] which has been extended in the context of a European project on virtual human modeling [23]. Their contribution consists in integrating the walking engine as a specialized action in the animation framework.…”
Section: Creating Computational Modelsmentioning
confidence: 99%