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  4. Behavioural animation of virtual humans: what kind of laws and rules ?
 
conference paper

Behavioural animation of virtual humans: what kind of laws and rules ?

Thalmann, D.  
•
Monzani, J. S.  
2002
Proceedings of Computer Animation 2002 (CA 2002)

Interactive systems, games, VR and multimedia systems require more and more flexible Virtual Humans with individualities. Behavioral animation seems to be the best way to develop this kind of applications, but there is still a major problem to select the right laws and rules to implement individual but believable behaviors. To create motion laws, there are mainly two approaches: 1) Recording the motion using motion capture systems, then to try to alternate such a motion to create this individuality. This process is tedious and there is no reliable method at this stage. 2) Creating computational models which are controlled by a few parameters. One of the major problem is to find such models and to compose them to create complex motion. Such models can be created for walking, grasping, but also for groups and crowds

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Type
conference paper
DOI
10.1109/CA.2002.1017522
Web of Science ID

WOS:000177067100020

Author(s)
Thalmann, D.  
Monzani, J. S.  
Date Issued

2002

Publisher

IEEE Comput. Soc

Published in
Proceedings of Computer Animation 2002 (CA 2002)
Start page

144

End page

153

Subjects

computer animation

•

software agents

•

virtual reality

Note

Comput. Graphics Lab, Ecole Polytech. Fed. de Lausanne, Switzerland

Editorial or Peer reviewed

REVIEWED

Written at

EPFL

EPFL units
VRLAB  
Available on Infoscience
January 16, 2007
Use this identifier to reference this record
https://infoscience.epfl.ch/handle/20.500.14299/239163
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