The Community for Technology Leaders
RSS Icon
Issue No.05 - September-October (1998 vol.18)
pp: 42-56
At present, few systems possess the multiple functions required to build believable and recognizable real-time deformable humans. We describe our interactive system for building a virtual human, fitting texture to the body and head, and controlling skeleton motion. We first detail the complete animation framework, integrating all the virtual human modules. We then present the first of our two case studies: CyberTennis, where two virtual humans play real-time tennis within our Virtual Life Network Environment system. One real player is in Geneva and her opponent is in Lausanne. An autonomous virtual judge referees the game. The second application combines high-tech artistic choreography in a CyberDance performance shown in a Geneva exhibition hall as part of Computer Animation 97. In this performance, the movements of the choreographer are captured and paralleled, in real time, by the virtual robot counterpart.
Realistic virtual humans, real-time animation, virtual human collaborative environment, deformations, autonomous virtual actors, CyberTennis, CyberDance.
Prem Kalra, Nadia Magnenat-Thalmann, Laurent Moccozet, Gael Sannier, Amaury Aubel, Daniel Thalmann, "Real-Time Animation of Realistic Virtual Humans", IEEE Computer Graphics and Applications, vol.18, no. 5, pp. 42-56, September-October 1998, doi:10.1109/38.708560
1. N. Magnenat-Thalmann and D. Thalmann, "Digital Actors for Interactive Television," Proc. IEEE, Special Issue on Digital Television, Part 2, July 1995, pp.1022-1031.
2. M. Slater and M. Usoh, "Body-Centered Interaction in Immersive Virtual Environments," Artificial Life and Virtual Reality, N. Magnenat-Thalmann and D. Thalmann, eds., J.Wiley, Chichester, UK, 1994, pp.1-10.
3. K. Perlin and A. Goldberg, "Improv: A System for Scripting Interactive Actors in Virtual Worlds," Proc. Siggraph 96, ACM Press, New York, 1996, pp. 205-216.
4. N. Magnenat-Thalmann and P. Kalra, "The Simulation of a Virtual TV Presentor," Proc. Pacific Graphics 95, World Scientific, Singapore, 1995, pp. 9-21.
5. J. Shen and D. Thalmann, "Interactive Shape Design Using Metaballs and Splines," Proc. Implicit Surfaces 1995, M.P. Gascule and B. Wyvill, eds., Eurographics Assoc., Grenoble, France, 1995, pp. 187-196.
6. G. Sannier and N. Magnenat-Thalmann, "A User-Friendly Texture-Fitting Methodology for Virtual Humans," Proc. Computer Graphics Int'l 97, IEEE CS Press, Los Alamitos, Calif., 1997, pp. 167-176.
7. R. Boulic et al., "The Humanoid Environment for Interactive Animation of Multiple Deformable Human Characters," Proc. Eurographics 95, Blackwell Publishers, England, Aug. 1995, pp. 337-348.
8. T. Capin et al., "Virtual Human Representation and Communication in the VLNet Networked Virtual Environments," IEEE CG&A, Vol. 17, No. 2, 1997, pp. 42-53.
9. T. Molet, R. Boulic, and D. Thalmann, "A Real-Time Anatomical Converter for Human Motion Capture," Eurographics Workshop on Computer Animation and Simulation 96, R. Boulic and G. Hegron, eds., Springer-Verlag, Wien, New York, 1996, pp. 79-94, .
10. H. Noser and D. Thalmann, "Synthetic Vision and Audition for Digital Actors," Proc. Eurographics 95, Blackwell Publishers, England, Aug. 1995, pp. 325-336.
11. T. Funkhouser and C. Sequin, “Adaptive Display Algorithm for Interactive Frame Rates During Visualization of Complex Virtual Environments,” Proc. SIGGRAPH '93, pp. 247-254, 1993.
12. Hand Gestures for HCI, technical report, Hand Centered Studies of Human Movement Project, School of Kinesiology, Simon Fraser University, Vancouver, 1996, / / amulder/personal/vmiHCI-gestures.htm .
13. L. Moccozet and N. Magnenat-Thalmann, "Dirichlet Free-Form Deformations and their Application to Hand Simulation," Proc. Computer Animation 97, IEEE CS Press, Los Alamitos, Calif., 1997, pp. 93-102.
14. J.E. Chadwick,D.R. Haumann,, and R.E. Parent,“Layered construction for deformable animated characters,” Computer Graphics (SIGGRAPH’89 Proceedings), vol. 23, no. 3, pp. 243-252, 1989.
15. H. Delingette, Y. Watanabe, and Y. Suenaga, "Simplex Based Animation," Proc. Computer Animation 93, N. Magnenat-Thalmann and D. Thalmann, eds., Springer Verlag, Berlin, 1993, pp. 13-28.
16. T.W. Sederberg and S.R. Parry, “Free-Form Deformations of Solid Geometric Models,” Computer Graphics, vol. 20, no. 4, pp. 151-160, Aug. 1986.
17. G. Farin, "Surface Over Dirichlet Tessellations," Computer Aided Geometric Design, Vol. 7, No. 1-4, North-Holland, 1990, pp. 281-292.
18. L. Moccozet, Hands Modeling and Animation for Virtual Humans, PhD thesis report, Miralab, University of Geneva, 1996.
19. P. Kalra et al., "Simulation of Facial Muscle Actions Based on Rational Free-Form Deformations," Computer Graphics Forum, Vol. 2, No. 3, 1992, pp. 65-69.
20. P. Ekman and W.V. Friesen, Manual for the Facial Action Coding System, Consulting Psychology Press, Palo Alto, Calif., 1978.
21. N. Magnenat-Thalmann, P. Kalra, and I.S. Pandzic, "Direct Face-to-Face Communication Between Real and Virtual Humans, Int'l J. of Information Technology, Vol. 1, No. 2, 1995, pp. 145-157.
22. Abbot (Demo), Speech Recognition System, Cambridge, UK, .
23. Festival Speech Synthesis System, University of Edinburgh, UK, .
24. W.S. Lee, P. Kalra, and N. Magnenat-Thalmann, "Model-Based Face Reconstruction for Animation," Proc. Multimedia Modeling 97, World Scientific, Singapore, 1997, pp. 323-338.
16 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool