• DocumentCode
    1951611
  • Title

    Behavioural animation of virtual humans: what kind of laws and rules ?

  • Author

    Thalmann, Daniel ; Monzani, Jean-Sébastien

  • Author_Institution
    Comput. Graphics Lab, Ecole Polytech. Fed. de Lausanne, Switzerland
  • fYear
    2002
  • fDate
    2002
  • Firstpage
    144
  • Lastpage
    153
  • Abstract
    Interactive systems, games, VR and multimedia systems require more and more flexible Virtual Humans with individualities. Behavioral animation seems to be the best way to develop this kind of applications, but there is still a major problem to select the right laws and rules to implement individual but believable behaviors. To create motion laws, there are mainly two approaches: 1) Recording the motion using motion capture systems, then to try to alternate such a motion to create this individuality. This process is tedious and there is no reliable method at this stage. 2) Creating computational models which are controlled by a few parameters. One of the major problem is to find such models and to compose them to create complex motion. Such models can be created for walking, grasping, but also for groups and crowds
  • Keywords
    computer animation; software agents; virtual reality; VR; behavioral animation; computational models; crowds; grasping; groups; interactive systems; motion capture systems; multimedia systems; virtual humans; walking; Animation; Autonomous agents; Computer graphics; Computer simulation; Engines; Games; Human factors; Industrial training; Motion pictures; Virtual environment;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Animation, 2002. Proceedings of
  • Conference_Location
    Geneva
  • ISSN
    1087-4844
  • Print_ISBN
    0-7695-1594-0
  • Type

    conf

  • DOI
    10.1109/CA.2002.1017522
  • Filename
    1017522