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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
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