VR (Virtual Reality) is a real-time simulation that creates the subjective illusion of being in a virtual world.
This thesis explores how integrating the user's body and fingers can be achieved and beneficial for the user to experience VR.
At the advent of ...
We present a novel physics-based approach to facial animation. Contrary to commonly used generative methods, our solution computes facial expressions by minimizing a set of non-linear potential energies that model the physical interaction of passive flesh, ...
Popularization of online photo sharing brings people great convenience, but has also raised concerns for privacy. Researchers proposed various approaches to enable image privacy, most of which focus on encrypting or distorting image visual content. In this ...
Currently, the two main approaches to realistic facial animation are 1) blendshape models and 2) physics-based simulation. Blendshapes are fast and directly controllable, but it is not easy to incorporate features such as dynamics, collision resolution, or ...
Embodiments relate to a method for real-time facial animation, and a processing device for real-time facial animation. The method includes providing a dynamic expression model, receiving tracking data corresponding to a facial expression of a user, estimat ...
Virtual prototyping has become an important part during the product development process. The common way to let a user interact with the virtual prototype is the use of a three dimensional virtual mannequin that is controlled by the user. These human figure ...
Motion LoD (Level of Detail) is a preprocessing technique that generates multiple details of captured motion by eliminating joints. This LoD technique is applied to movie, game or VR environments for the purpose of improving speed of crowd animation. So fa ...
Population of Virtual Worlds with Virtual Humans is increasing rapidly by people who want to create a virtual life parallel to the real one (i.e. Second Life). The evolution of technology is smoothly providing the necessary elements to increase realism wit ...
Motion capture data is now widely available to create realistic character animation. However, it is difficult to reuse without any additional information. For this reason, annotating motion data with kinematic constraints is a clever step to ease further o ...
Virtual environments need virtual humans that are capable of interacting with objects around them. Existing virtual environments have not found satisfactory general solutions for this problem. The common method is to combine pre-designed (or motion capture ...
This paper proposes a novel method to control virtual characters in dynamic environments. A virtual character is animated by a locomotion and jumping engine, enabling production of continuous parameterized motions. At any time during runtime, flat obstacle ...
Convincingly animating virtual humans has become of great interest in many fields since recent years. In computer games for example, virtual humans often are the main characters. Failing to realistically animate them may wreck all previous efforts made to ...
Deformable 3--D models are used extensively in Computer Graphics and Computer Vision for Visualization, Animation and Modeling. They can be represented either as traditional explicit surfaces, such as triangulated meshes, or as implicit surfaces. Explicit ...
The execution of formal specifications is important for verification, validation and animation purposes. This thesis describes transformation of CO-OPN specifications in executable code. The original goal of this transformation was validation by prototypin ...