Skip to:Content
|
Bottom
Cover image for Handbook of virtual humans
Title:
Handbook of virtual humans
Publication Information:
West Sussex : John Wiley & Sons, 2004
ISBN:
9780470023167

Available:*

Library
Item Barcode
Call Number
Material Type
Item Category 1
Status
Searching...
30000010074068 TJ211 H26 2004 Open Access Book Book
Searching...

On Order

Summary

Summary

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.

Explains the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). Presents the concepts of behavioural animation, crowd simulation, intercommunication between virtual humans, and interaction between real humans and autonomous virtual humans Addresses the advanced topics of hair representation and cloth animation with applications in fashion design Discusses the standards for Virtual Humans, such as MPEG-4 Face Animation and MPEG-4 Body Animation.


Author Notes

Professor Nadia Magnenat Thalmann is an eminent computer graphics scientist who is the founder and head of MIRALab at the University of Geneva. She presently serves as the Director of the Institute for Media Innovation in Singapore at Nanyang Technological University. Prof. Daniel Thalmann is a Swiss and Canadian Computer Scientist and a pioneer in Virtual Humans. He is currently Honorary Professor at EPFL, Switzerland, and Director of Research Development at MIRALab Sarl.


Table of Contents

Preface
List of Contributors
List of Figures
List of Tables
1 An Overview of Virtual HumansNadia Magnenat Thalmann and Daniel Thalmann
2 Face Cloning and Face Motion CaptureWonsook Lee and Taro Goto and Sumedha Kshirsagar and Tom Molet
3 Body Cloning and Body Motion CapturePascal Fua and Ralf Plaenkers and WonSook Lee and Tom Molet
4 Anthropometric Body ModelingHyewon Seo
5 Body Motion ControlRonan Boulic and Paolo Baerlocher
6 Facial Deformation ModelsPrem Kalra and Stephane Garchery and Sumedha Kshirsagar
7 Body DeformationsAmaury Aubel
8 Hair SimulationSunil Hadap
9 Cloth SimulationPascal Volino and Frederic Cordier
10 Expressive Speech Animation and Facial CommunicationSumedha Kshirsagar and Arjan Egges and Stephane Garchery
11 Behavioral AnimationJean-Sebastien Monzani and Anthony Guye-Vuilleme and Etienne de Sevin
12 Body Gesture Recognition and Action ResponseLuc Emering and Bruno Herbelin
13 Interaction with 3-D ObjectsMarcello Kallmann
14 Groups and Crowd SimulationSoraia Raupp Musse and Branislav Ulicny and Amaury Aubel
15 Rendering of Skin and ClothesNeeharika Adabala
16 Standards for Virtual HumansStephane Garchery and Ronan Boulic and Tolga Capin and Prem Kalra
Appendix A Damped Least Square Pseudo-Inverse J+ A
Appendix B H-Anim Joint and Segment Topology
Appendix C Facial Animation Parameter Set
References
Index
Go to:Top of Page