Computer Animation and Simulation ’96

Computer Animation and Simulation ’96 PDF Author: Ronan Boulic
Publisher: Springer Science & Business Media
ISBN: 3709174864
Category : Computers
Languages : en
Pages : 226

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Book Description
The 14 papers in this volume vividly demonstrate the current state of research in real-time animation. Half of the papers are dedicated to algorithm allowing the real-time animation of complex articulated structure in particular (humans, legged robots, plants) and of dynamic scenes in general. The proposed approaches cover from motion capture to motion reusability which are essential issues for high-end applications as 3D games, virtual reality, etc. Other topics treated are motion management for fast design of realistic movements, 2D and 3D deformations, and various optimization techniques for simulation (adaptive mass-spring refinement, huge particule systems).

Computer Animation and Simulation ’96

Computer Animation and Simulation ’96 PDF Author: Ronan Boulic
Publisher: Springer Science & Business Media
ISBN: 3709174864
Category : Computers
Languages : en
Pages : 226

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Book Description
The 14 papers in this volume vividly demonstrate the current state of research in real-time animation. Half of the papers are dedicated to algorithm allowing the real-time animation of complex articulated structure in particular (humans, legged robots, plants) and of dynamic scenes in general. The proposed approaches cover from motion capture to motion reusability which are essential issues for high-end applications as 3D games, virtual reality, etc. Other topics treated are motion management for fast design of realistic movements, 2D and 3D deformations, and various optimization techniques for simulation (adaptive mass-spring refinement, huge particule systems).

Computer Animation and Simulation ’97

Computer Animation and Simulation ’97 PDF Author: Daniel Thalmann
Publisher: Springer Science & Business Media
ISBN: 3709168740
Category : Computers
Languages : en
Pages : 204

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Book Description
The contributions to this book address the problem of synthesizing the realistic movement and behaviour of human-like characters, simulated animals, fluids, and other dynamic phenomena. The animation techniques are driven by the goals of efficiency, as required by real-time interactive animations, and quality, as demanded by animations used in feature films. This series of workshops provides a high-quality international forum for the exchange of new ideas related to the themes of character animation, simulation of dynamic natural phenomena, motion capture and analysis, physically-based modeling, behavioral animation, and visualization.

Computer Animation and Simulation ’99

Computer Animation and Simulation ’99 PDF Author: Nadia Magnenat-Thalmann
Publisher: Springer Science & Business Media
ISBN: 3709164230
Category : Computers
Languages : en
Pages : 233

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Book Description
The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovative approaches to Modelling Human Motion, Models of Collision Detection and Perception, Facial Animation and Communication, Specific Animation Models, Realistic Rendering for Animation, and Behavioral Animation.

Computer Animation and Simulation 2000

Computer Animation and Simulation 2000 PDF Author: N. Magnenat-Thalmann
Publisher: Springer Science & Business Media
ISBN: 3709163447
Category : Computers
Languages : en
Pages : 207

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Book Description
This volume contains the research papers presented at the Eleventh Eurographics Workshop on Computer Animation and Simulation which took place in Interlaken, Switzerland, August 21-22, 2000. The workshop is an international forum for research in human animation, physically-based modeling, motion control, animation systems, and other key aspects of animation and simulation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 3 members of the international program committee and additional reviewers. Based on the reviews, 14 papers were accepted and the authors were invited to submit a final version for the workshop. We wish to especially thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist. We are grateful to the Eurographics Association and especially to Werner Purgathofer from the Technical University of Vienna, for his support in publishing the workshop as a volume of the Springer-Verlag Eurographics Series. We also thank the Eurographics '2000 organisers, especially David Duce, and Heinrich Miiller from the EG board. We are also very grateful to lerrin Celebi for the organization of the review process and and Josiane Bottarelli for the registration process.

Computer Animation and Simulation ’98

Computer Animation and Simulation ’98 PDF Author: Bruno Arnaldi
Publisher: Springer Science & Business Media
ISBN: 3709163757
Category : Computers
Languages : en
Pages : 132

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Book Description


Computer Animation and Simulation

Computer Animation and Simulation PDF Author:
Publisher:
ISBN:
Category : Computer animation
Languages : en
Pages : 224

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Book Description


Computer Animation and Simulation 2001

Computer Animation and Simulation 2001 PDF Author: Nadia Magnenat-Thalmann
Publisher: Springer Science & Business Media
ISBN: 3709162408
Category : Computers
Languages : en
Pages : 205

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Book Description
This volume contains the research papers presented at the 12th Eurographics Workshop on Computer Animation and Simulation, Manchester, UK, September 2-3, 2001. The workshop is an international forum for research in computer-animation and simulation. This year, we choose to give a special focus on the modelling and animation of complex phenomena. This includes the modelling of virtual creature- from their body-parts to the control of their behavior, and the animation of natural phenomena such as water, smoke, fire and vegetation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 2 members of the international program committee and additional reviewers. Based on the reviews, 16 papers were accepted. We added to the final program an invited talk by Jos Stam. We wish to thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist.

Crowd Simulation

Crowd Simulation PDF Author: Daniel Thalmann
Publisher: Springer Science & Business Media
ISBN: 144714449X
Category : Computers
Languages : en
Pages : 305

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Book Description
Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in this area. The comparison of simulation with reality, the realistic appearance of virtual humans and their behavior, group structure and their motion, and collision avoidance are just some examples of these challenges. For most of the applications of crowds, it is now a requirement to have real-time simulations – which is an additional challenge, particularly when crowds are very large. Crowd Simulation analyses these challenges in depth and suggests many possible solutions. Daniel Thalmann and Soraia Musse share their experiences and expertise in the application of: · Population modeling · Virtual human animation · Behavioral models for crowds · The connection between virtual and real crowds · Path planning and navigation · Visual attention models · Geometric and populated semantic environments · Crowd rendering The second edition presents techniques and methods developed since the authors first covered the simulation of crowds in 2007. Crowd Simulation includes in-depth discussions on the techniques of path planning, including a new hybrid approach between navigation graphs and potential-based methods. The importance of gaze attention – individuals appearing conscious of their environment and of others – is introduced, and a free-of-collision method for crowds is also discussed.

Data-Driven 3D Facial Animation

Data-Driven 3D Facial Animation PDF Author: Zhigang Deng
Publisher: Springer Science & Business Media
ISBN: 1846289068
Category : Computers
Languages : en
Pages : 303

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Book Description
Data-Driven 3D Facial Animation systematically describes the important techniques developed over the last ten years or so. Comprehensive in scope, the book provides an up-to-date reference source for those working in the facial animation field.

Computer Graphics

Computer Graphics PDF Author: John F. Hughes
Publisher: Pearson Education
ISBN: 0321399528
Category : Computers
Languages : en
Pages : 1266

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Book Description
Computer Graphics: Principles and Practice, Third Edition,remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications. The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, program­ming problems, and hands-on projects. This revised edition features New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms Programming and debugging approaches unique to graphics development The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' website (cgpp.net) or the publisher's website (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.