00872cam0-2200313---450-99000564899040332120140430120717.084-87128-30-0000564899FED01000564899(Aleph)000564899FED0100056489919990604d1992----km-y0itay50------bacatES--------001yyLletres de batalla en l'any del Tirant, (1490-1990)Lluis AlperaManacorSa Nostra1992160 p.20 cmTia de sa real37849.9Alpera,Lluís401283ITUNINARICAUNIMARCBK990005648990403321849.9 ALP 1Dip.f.m.5889FLFBCFLFBCLletres de batalla en l'any del Tirant, (1490-1990605605UNINA00952cam0 22002531 450 SOBE0008346920250722083434.020250606d1988 |||||ita|0103 baitaIT<<Il >>Monastero Benedettino di san Giorgio in SalernoOttavio CaputoSalernoTipolito Europa1988188 p., [8] p. di tav.ill.24 cm<<Il >>Monastero Benedettino di san Giorgio in SalernoSOBA000341664385722Caputo, OttavioSOBA00034165070515669ITUNISOB20250722RICAUNISOBUNISOBFondo|Calì183083SOBE00083469M 102 Monografia moderna SBNMFondo|Calì000846SI18308320250411CaliDonoNrovitoUNISOBUNISOB20250606074657.020250606074728.0rovitoMonastero Benedettino di san Giorgio in Salerno4385722UNISOB05482nam 2200709 a 450 991102045620332120200520144314.09786610241781978128024178912802417809780470023198047002319897804700231740470023171(CKB)1000000000357211(EBL)241139(OCoLC)299571240(SSID)ssj0000168542(PQKBManifestationID)11169611(PQKBTitleCode)TC0000168542(PQKBWorkID)10192054(PQKB)10874902(MiAaPQ)EBC241139(PPN)249658917(Perlego)2761495(EXLCZ)99100000000035721120041115d2004 uy 0engur|n|---|||||txtccrHandbook of virtual humans /edited by N. Magnenat-Thalmann, D. ThalmannChichester, England ;Hoboken, NJ Wileyc20041 online resource (469 p.)Description based upon print version of record.9780470023167 0470023163 Includes bibliographical references (p. [400]-436) and index.Handbook of Virtual Humans; Contents; Preface; List of Contributors; List of Figures; List of Tables; 1 An Overview of Virtual Humans; 1.1 Why Virtual Humans?; 1.2 History of Virtual Humans; 1.2.1 Early Models; 1.2.2 Short Films and Demos; 1.2.3 The Evolution towards Real-Time; 1.3 The Applications of Virtual Humans; 1.3.1 Numerous Applications; 1.3.2 Virtual Presenters for TV and the Web; 1.3.3 Virtual Assistants for Training in Case of Emergency; 1.3.4 Virtual Ancient People in Inhabited Virtual Cultural Heritage; 1.3.5 Virtual Audience for Treatment of Social Phobia1.3.6 Virtual Mannequins for Clothing1.3.7 Virtual Workers in Industrial Applications; 1.3.8 Virtual Actors in Computer-Generated Movies; 1.3.9 Virtual Characters in Video Games; 1.4 The Challenges in Virtual Humans; 1.4.1 A Good Representation of Faces and Bodies; 1.4.2 A Flexible Motion Control; 1.4.3 A High-Level Behavior; 1.4.4 Emotional Behavior; 1.4.5 A Realistic Appearance; 1.4.6 Interacting with the Virtual World; 1.4.7 Interacting with the Real World; 1.5 Conclusion; 2 Face Cloning and Face Motion Capture; 2.1 Introduction; 2.2 Feature-Based Facial Modeling2.2.1 Facial Modeling Review and Analysis2.2.2 Generic Human Face Structure; 2.2.3 Photo-Cloning; 2.2.4 Feature Location and Shape Extraction; 2.2.5 Shape Modification; 2.2.6 Texture Mapping; 2.2.7 Face Cloning from Range Data; 2.2.8 Validation of the Face Cloning Results; 2.3 Facial Motion Capture; 2.3.1 Motion Capture for Facial Animation; 2.3.2 MPEG-4-Based Face Capture; 2.3.3 Generation of Static Expressions or Key-Frames; 2.3.4 Analysis of Facial Capture Data to Improve Facial Animation; 3 Body Cloning and Body Motion Capture; 3.1 Introduction; 3.2 Body Models for Fitting Purposes3.2.1 Stick Figure3.2.2 Simple Volumetric Primitives; 3.2.3 Multi-Layered Models; 3.2.4 Anatomically Correct Models; 3.3 Static Shape Reconstruction; 3.3.1 3-D Scanners; 3.3.2 Finding Structure in Scattered 3-D Data; 3.3.3 Conforming Animatable Models to 3-D Scanned Data; 3.3.4 Photo-Based Shape Reconstruction; 3.3.5 Video-Based Shape Reconstruction; 3.4 Dynamic Motion Capture; 3.4.1 Early Motion Analysis; 3.4.2 Electro-Magnetic and Optical Motion Capture Systems; 3.4.3 Video-Based Motion Capture; 3.5 Articulated Soft Objects for Shape and Motion Estimation; 3.5.1 State Vector3.5.2 Metaballs and Quadratic Distance Function3.5.3 Optimization Framework; 3.5.4 Implementation and Results; 3.6 Conclusion; 4 Anthropometric Body Modeling; 4.1 Introduction; 4.2 Background; 4.2.1 Anthropometry; 4.2.2 Anthropometric Human Models in CG; 4.2.3 Motivating Applications; 4.2.4 Challenging Problems; 4.3 Our Approaches to Anthropometric Models; 4.3.1 Overview; 4.3.2 Data Acquisition; 4.3.3 Pre-Processing; 4.3.4 Interpolator Construction; 4.3.5 Results and Implementation; 4.4 Conclusion; 5 Body Motion Control; 5.1 Introduction; 5.2 State of the Art in 3-D Character Animation5.2.1 The Levels of Abstraction of the Musculo-Skeletal SystemVirtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans. Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area.<ul RoboticsArtificial intelligenceVirtual realityRobotics.Artificial intelligence.Virtual reality.629.892Magnenat-Thalmann Nadia1946-534913Thalmann Daniel60546MiAaPQMiAaPQMiAaPQBOOK9911020456203321Handbook of virtual humans4416555UNINA