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Handbook of virtual humans [[electronic resource] /] / edited by N. Magnenat-Thalmann, D. Thalmann



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Titolo: Handbook of virtual humans [[electronic resource] /] / edited by N. Magnenat-Thalmann, D. Thalmann Visualizza cluster
Pubblicazione: Chichester, England ; ; Hoboken, NJ, : Wiley, c2004
Descrizione fisica: 1 online resource (469 p.)
Disciplina: 006.3
629.892
Soggetto topico: Robotics
Artificial intelligence
Virtual reality
Altri autori: Magnenat-ThalmannNadia <1946->  
ThalmannDaniel  
Note generali: Description based upon print version of record.
Nota di bibliografia: Includes bibliographical references (p. [400]-436) and index.
Nota di contenuto: 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 Phobia
1.3.6 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 Modeling
2.2.1 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 Purposes
3.2.1 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 Vector
3.5.2 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 Animation
5.2.1 The Levels of Abstraction of the Musculo-Skeletal System
Sommario/riassunto: Virtual 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
Titolo autorizzato: Handbook of virtual humans  Visualizza cluster
ISBN: 1-280-24178-0
9786610241781
0-470-02319-8
0-470-02317-1
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910831028403321
Lo trovi qui: Univ. Federico II
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