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Deformable Avatars Book

Deformable Avatars
Deformable Avatars, With the increasing success of Networked Virtual Environments, Games and Web 3D, there is a need for new techniques to permit the creation and animation of Virtual Humans. Users may be represented by realistic avatars that they can control, but also auton, Deformable Avatars has a rating of 3.5 stars
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Deformable Avatars, With the increasing success of Networked Virtual Environments, Games and Web 3D, there is a need for new techniques to permit the creation and animation of Virtual Humans. Users may be represented by realistic avatars that they can control, but also auton, Deformable Avatars
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  • Deformable Avatars
  • Written by author Nadia Magnenat-Thalmann
  • Published by Springer-Verlag New York, LLC, July 2008
  • With the increasing success of Networked Virtual Environments, Games and Web 3D, there is a need for new techniques to permit the creation and animation of Virtual Humans. Users may be represented by realistic avatars that they can control, but also auton
  • Most of the 21 papers are from one or the other conference, both of which focused on deformable avatars, virtual humans that deform themselves during motion, the deformations being facial, at joints, or global. The research helps develop a more realistic
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Prefaceix
1.Animated Heads: From 3D Motion Fields to Action Descriptions1
2.A Muscle-based 3D Parametric Lip Model for Speech-Synchronized Facial Animation12
3.Feature Point Based Mesh Deformation Applied to MPEG-4 Facial Animation24
4.A Feature-based Deformable Model for Photo-Realistic Head Modelling35
5.Multiresolution Modeling and Interactive Deformation of Large 3D Meshes46
6.Locally Interpolating Subdivision Surfaces Supporting Free-Form 2D Deformations59
7.Object-Oriented Reformulation and Extension of Implicit Free-Form Deformations72
8.Soft Tissue Modeling from 3D Scanned Data85
9.Contextually Embodied Agents98
10.On Implicit Modelling for Fitting Purposes109
11.Interactive Modelling of MPEG-4 Deformable Human Body Models120
12.Efficient Muscle Shape Deformation132
13.Towards the Ultimate Motion Capture Technology143
14.Delaunay Triangles Model for Image-Based Motion Retargeting158
15.A Vector-Space Representation of Motion Data for Example-based Motion Synthesis169
16.Parametrization and Range of Motion of the Ball-and-Socket Joint180
17.Towards Behavioral Consistency in Animated Agents191
18.PECS A Reference Model for Human-Like Agents206
19.Communicative Autonomous Agents217
20.Design Issues for Conversational User Interfaces: Animating and Controlling 3D Faces228
21.Constructing Virtual Human Life Simulations240


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