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
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