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Displaying 1-13 out of 13 total
Immersive Vehicle Simulators for Prototyping, Training and Ergonomics
Found in: Computer Graphics International Conference
By Marcelo Kallmann, Patrick Lemoine, Daniel Thalmann, Frederic Cordier, Nadia Magnenat-Thalmann, Cecilia Ruspa, Silvia Quattrocolo
Issue Date:July 2003
pp. 90
In most vehicle simulators, complete physical mock-ups equipped with steering wheel, gearshift and pedals are required. These devices are essential in trying to simulate real conditions, but as a drawback the system becomes expensive, huge (non mobile), an...
 
Towards Real Time Virtual Human Life Simulations
Found in: Computer Graphics International Conference
By Etienne de Sevin, Marcelo Kallmann, Daniel Thalmann
Issue Date:July 2001
pp. 0031
Abstract: This paper describes an approach to construct interactive virtual environments, which are suitable for the development of artificial virtual human life simulations. Our main goal is to have virtual human actors living and working autonomously in ...
 
A Behavioral Interface to Simulate Agent-Object Interactions in Real Time
Found in: Computer Animation
By Marcelo Kallmann, Daniel Thalmann
Issue Date:May 1999
pp. 138
This paper shows a new approach to model and control interactive objects for simulations with virtual human agents when real time interactivity is essential. A general conceptualization is made to model objects with behaviors that can provide: information ...
 
Programming Behaviors with Local Perception and Smart Objects: An Approach to Solve Autonomous Agents Tasks
Found in: Graphics, Patterns and Images, SIBGRAPI Conference on
By Luiz M. G. Gonçalves, Marcelo Kallmann, Daniel Thalmann
Issue Date:October 2001
pp. 184
Abstract. We propose an integrated framework in which local perception and close manipulation skills are used in conjunction with a high-level behavioral interface based on a
 
Underwater cloth simulation with fractional derivatives
Found in: ACM Transactions on Graphics (TOG)
By Carlos Fm Coimbra, Lynnette Es Ramirez, Marcelo Kallmann, Oktar Ozgen
Issue Date:June 2010
pp. 1-9
We introduce the use of fractional differentiation for simulating cloth deformations underwater. The proposed approach is able to achieve realistic underwater deformations without simulating the Eulerian body of water in which the cloth is immersed. Instea...
     
Planning collision-free reaching motions for interactive object manipulation and grasping
Found in: ACM SIGGRAPH 2008 classes (SIGGRAPH '08)
By Amaury Aubel, Daniel Thalmann, Marcelo Kallmann, Tolga Abaci
Issue Date:August 2008
pp. 110-110
We present new techniques that use motion planning algorithms based on probabilistic roadmaps to control 22 degrees of freedom (DOFs) of human-like characters in interactive applications. Our main purpose is the automatic synthesis of collision-free reachi...
     
Interactive motion correction and object manipulation
Found in: ACM SIGGRAPH 2008 classes (SIGGRAPH '08)
By Ari Shapiro, Marcelo Kallmann, Petros Faloutsos
Issue Date:August 2008
pp. 110-110
Editing recorded motions to make them suitable for different sets of environmental constraints is a general and difficult open problem. In this paper we solve a significant part of this problem by modifying full-body motions with an interactive randomized ...
     
Manipulation planning for virtual humans: summary of representative papers
Found in: ACM SIGGRAPH 2008 classes (SIGGRAPH '08)
By Marcelo Kallmann
Issue Date:August 2008
pp. 110-110
Several representative papers are discussed in each part of the course notes and I summarize here a selection of these papers, in order to provide a short document offering a quick roadmap of the relevant literature.
     
Autonomous object manipulation for virtual humans
Found in: ACM SIGGRAPH 2008 classes (SIGGRAPH '08)
By Marcelo Kallmann
Issue Date:August 2008
pp. 110-110
An enormous amount of Motion Planning techniques has been developed in the past decade specifically targeting applications in Computer Animation. Going beyond the traditional path planning for navigation, recent techniques address challenging problems in c...
     
Toward real-time object manipulation in dynamic environments
Found in: ACM SIGGRAPH 2007 posters on XX (SIGGRAPH '07)
By Marcelo Kallmann, Xiaoxi Jiang
Issue Date:August 2007
pp. 3-es
In most interactive applications of virtual characters such as computer games and VR training, existing motion planners are not capable of computing grasping motions in real time, especially in realistic dynamic environments. This work proposes a learning-...
     
Interactive motion correction and object manipulation
Found in: Proceedings of the 2007 symposium on Interactive 3D graphics and games (SI3D '07)
By Ari Shapiro, Marcelo Kallmann, Petros Faloutsos
Issue Date:April 2007
pp. 137-144
Editing recorded motions to make them suitable for different sets of environmental constraints is a general and difficult open problem. In this paper we solve a significant part of this problem by modifying full-body motions with an interactive randomized ...
     
A framework for rapid evaluation of prototypes with augmented reality
Found in: Proceedings of the ACM symposium on Virtual reality software and technology (VRST '00)
By Daniel Thalmann, Marcelo Kallmann, Pascal Fua, Selim Balcisoy
Issue Date:October 2000
pp. 61-66
In this paper we present a new framework in Augmented Reality context for rapid evaluation of prototypes before manufacture. The design of such prototypes is a time consuming process, leading t o the need of previous evaluation in realistic interactive env...
     
Direct 3D interaction with smart objects
Found in: Proceedings of the ACM symposium on Virtual reality software and technology (VRST '99)
By Daniel Thalmann, Marcelo Kallmann
Issue Date:December 1999
pp. 124-130
Performing 3D interactions with virtual objects easily becomes a complex task, limiting the implementation of larger applications. In order to overcome some of these limitations, this paper describes a framework where the virtual object aids the user to ac...
     
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