Deformable Avatars - IFIP TC5/WG5.10 DEFORM'2000 Workshop November 29-30, 2000 Geneva, Switzerland and AVATARS'2000 Workshop November 30-December 1, 2000 Lausanne, Switzerland (Paperback, Softcover reprint of the original 1st ed. 2001)


Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global deformations. Simulating deformable avatars ensures a more realistic simulation of virtual humans. The research requires models for capturing of geometrie and kinematic data, the synthesis of the realistic human shape and motion, the parametrisation and motion retargeting, and several appropriate deformation models. Once a deformable avatar has been created and animated, the researcher must model high-level behavior and introduce agent technology. The book can be divided into 5 subtopics: 1. Motion capture and 3D reconstruction 2. Parametrie motion and retargeting 3. Musc1es and deformation models 4. Facial animation and communication 5. High-level behaviors and autonomous agents Most of the papers were presented during the IFIP workshop "DEFORM '2000" that was held at the University of Geneva in December 2000, followed by "A V AT ARS 2000" held at EPFL, Lausanne. The two workshops were sponsored by the "Troisu!me Cycle Romand d'Informatique" and allowed participants to discuss the state of research in these important areas. x Preface We would like to thank IFIP for its support and Yana Lambert from Kluwer Academic Publishers for her advice. Finally, we are very grateful to Zerrin Celebi, who has prepared the edited version of this book and Dr. Laurent Moccozet for his collaboration.

R4,282

Or split into 4x interest-free payments of 25% on orders over R50
Learn more

Discovery Miles42820
Mobicred@R401pm x 12* Mobicred Info
Free Delivery
Delivery AdviceOut of stock

Toggle WishListAdd to wish list
Review this Item

Product Description

Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global deformations. Simulating deformable avatars ensures a more realistic simulation of virtual humans. The research requires models for capturing of geometrie and kinematic data, the synthesis of the realistic human shape and motion, the parametrisation and motion retargeting, and several appropriate deformation models. Once a deformable avatar has been created and animated, the researcher must model high-level behavior and introduce agent technology. The book can be divided into 5 subtopics: 1. Motion capture and 3D reconstruction 2. Parametrie motion and retargeting 3. Musc1es and deformation models 4. Facial animation and communication 5. High-level behaviors and autonomous agents Most of the papers were presented during the IFIP workshop "DEFORM '2000" that was held at the University of Geneva in December 2000, followed by "A V AT ARS 2000" held at EPFL, Lausanne. The two workshops were sponsored by the "Troisu!me Cycle Romand d'Informatique" and allowed participants to discuss the state of research in these important areas. x Preface We would like to thank IFIP for its support and Yana Lambert from Kluwer Academic Publishers for her advice. Finally, we are very grateful to Zerrin Celebi, who has prepared the edited version of this book and Dr. Laurent Moccozet for his collaboration.

Customer Reviews

No reviews or ratings yet - be the first to create one!

Product Details

General

Imprint

Springer-Verlag New York

Country of origin

United States

Series

IFIP Advances in Information and Communication Technology, 68

Release date

February 2013

Availability

Supplier out of stock. If you add this item to your wish list we will let you know when it becomes available.

First published

2001

Editors

,

Dimensions

235 x 155 x 14mm (L x W x T)

Format

Paperback

Pages

248

Edition

Softcover reprint of the original 1st ed. 2001

ISBN-13

978-1-4757-4930-4

Barcode

9781475749304

Categories

LSN

1-4757-4930-9



Trending On Loot