Ebook: 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
- Tags: Computer Graphics, Artificial Intelligence (incl. Robotics), Computer Imaging Vision Pattern Recognition and Graphics, User Interfaces and Human Computer Interaction
- Series: IFIP — The International Federation for Information Processing 68
- Year: 2001
- Publisher: Springer US
- Edition: 1
- Language: English
- pdf
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 "Troisü!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.
Content:
Front Matter....Pages i-x
Animated Heads: From 3D Motion Fields to Action Descriptions....Pages 1-11
A Muscle-Based 3D Parametric Lip Model for Speech-Synchronized Facial Animation....Pages 12-23
Feature Point Based Mesh Deformation Applied to MPEG-4 Facial Animation....Pages 24-34
A Feature-Based Deformable Model for Photo-Realistic Head Modelling....Pages 35-45
Multiresolution Modeling and Interactive Deformation of Large 3D Meshes....Pages 46-58
Locally Interpolating Subdivision Surfaces Supporting Free-Form 2D Deformations....Pages 59-71
Object-Oriented Reformulation and Extension of Implicit Free-Form Deformations....Pages 72-84
Soft Tissue Modelling from 3D Scanned Data....Pages 85-97
Contextually Embodied Agents....Pages 98-108
On Implicit Modeling for Fitting Purposes....Pages 109-119
Interactive Modelling of MPEG-4 Deformable Human Body Models....Pages 120-131
Efficient Muscle Shape Deformation....Pages 132-142
Towards the Ultimate Motion Capture Technology....Pages 143-157
Delaunay Triangles Model for Image-Based Motion Retargeting....Pages 158-168
A Vector-Space Representation of Motion Data for Example-Based Motion Synthesis....Pages 169-179
Parametrization and Range of Motion of the Ball-and-Socket Joint....Pages 180-190
Towards Behavioral Consistency in Animated Agents....Pages 191-205
PECS....Pages 206-216
Communicative Autonomous Agents....Pages 217-227
Design Issues for Conversational User Interfaces: Animating and Controlling 3D Faces....Pages 228-239
Constructing Virtual Human Life Simulations....Pages 240-247
Content:
Front Matter....Pages i-x
Animated Heads: From 3D Motion Fields to Action Descriptions....Pages 1-11
A Muscle-Based 3D Parametric Lip Model for Speech-Synchronized Facial Animation....Pages 12-23
Feature Point Based Mesh Deformation Applied to MPEG-4 Facial Animation....Pages 24-34
A Feature-Based Deformable Model for Photo-Realistic Head Modelling....Pages 35-45
Multiresolution Modeling and Interactive Deformation of Large 3D Meshes....Pages 46-58
Locally Interpolating Subdivision Surfaces Supporting Free-Form 2D Deformations....Pages 59-71
Object-Oriented Reformulation and Extension of Implicit Free-Form Deformations....Pages 72-84
Soft Tissue Modelling from 3D Scanned Data....Pages 85-97
Contextually Embodied Agents....Pages 98-108
On Implicit Modeling for Fitting Purposes....Pages 109-119
Interactive Modelling of MPEG-4 Deformable Human Body Models....Pages 120-131
Efficient Muscle Shape Deformation....Pages 132-142
Towards the Ultimate Motion Capture Technology....Pages 143-157
Delaunay Triangles Model for Image-Based Motion Retargeting....Pages 158-168
A Vector-Space Representation of Motion Data for Example-Based Motion Synthesis....Pages 169-179
Parametrization and Range of Motion of the Ball-and-Socket Joint....Pages 180-190
Towards Behavioral Consistency in Animated Agents....Pages 191-205
PECS....Pages 206-216
Communicative Autonomous Agents....Pages 217-227
Design Issues for Conversational User Interfaces: Animating and Controlling 3D Faces....Pages 228-239
Constructing Virtual Human Life Simulations....Pages 240-247
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