03662oam 2200457z 450 991087306860332120230816142621.0(CKB)111055184253514(SSID)ssj0000558058(PQKBManifestationID)12184607(PQKBTitleCode)TC0000558058(PQKBWorkID)10559235(PQKB)11144348(NjHacI)99111055184253514(EXLCZ)9911105518425351420160829h20012001 uy 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierComputer Animation 2001 the Fourteenth Conference on Computer Animation : proceedings : Seoul, Korea, November 7-8, 2001Los Alamitos, Calif. :IEEE Computer Society Press,2001©20011 online resource (xii, 261 pages) illustrationsBibliographic Level Mode of Issuance: Monograph0-7803-7237-9 Includes bibliographical references and index.Preface -- Conference Committees -- Reviewers -- Facial Animation -- Realistic 3D Facial Animation Parameters from Mirror-reflected Multi-view Video -- M. Ouhyoung -- Analysis and Synthesis of Facial Expressions with Hand-Generated Muscle Actuation Basis -- Face Animation Based on Observed 3D Speech Dynamics -- A Physically-based Model with Adaptive Refinement for Facial Animation -- Animating Human Characters -- Adaptive Gait Generation via Physiological Controls -- T4: A Motion-capture-based Goal-directed Realtime Responsive Locomotion Engine -- Constrained Framespace Interpolation -- Behavioral Animation -- Through-the-eyes Control of a Virtual Humanoid -- Pedestrians: Creating Agent Behaviors through Statistical Analysis of Observation Data -- Simulating Virtual Human Crowds with a Leader-Follower Model -- Invited Presentation -- Towards the Holodeck: Building Emotional Virtual Humans for Training -- AI-based Animation -- Integration of Optimization by Genetic Algorithms into an L-System-Based Animation System -- AI-based Animation for Interactive Storytelling -- Physics-based Animation -- Collision Resolutions in Cloth Simulation -- Animation Based in Dynamic Simulation Involving Irregular Objects with Non-Homogeneous Rugosities -- An Implicit Finite Element Method for Elastic Solids in Contact -- Merging Deformable and Rigid Body Mechanics Simulation -- Virtual Humans -- Virtual Body Morphing -- Interactive Modeling of the Human Musculature -- Human Spine Posture Estimation from Video Images Based on Connected Vertebra Spheres Model -- Animation Systems and Image Rendering -- A Layered Approach to Deformable Modeling and Animation -- Automatic In-betweening in Computer Assisted Animation by Exploiting 2.5D Modelling Techniques -- A New Mathematical Development for Radiosity Animation with Galerkin -- Real-time Simulation -- Automatic Simplification of Particle System Dynamics -- Real-time Cloth Simulation with Sparse Particles and Curved Faces -- Real-time Simulation of Deformable Objects: Tools and Application -- Visually Believable Explosions in Real Time -- Color Plates -- Index of Authors.Computer animationCongressesComputer animation006.696Ko Hyeong-SeokKorea Computer Graphics Society.Sŏul Taehakkyo Kongkwa Taehak Graphics and Media Lab.Computer Animation (Conference)PQKBPROCEEDING9910873068603321Computer Animation 20012525034UNINA