Search Results

Now showing 1 - 10 of 13
  • Item
    Simulation of Facial Muscle Actions Based on Rational Free Form Deformations
    (Blackwell Science Ltd and the Eurographics Association, 1992) Kalra, Prem; Mangili, Angelo; Thalmann, Nadia Magnenat; Thalmann, Daniel
    This paper describes interactive facilities for simulating abstract muscle actions using Rational Free Form Deformations (RFFD). The particular muscle action is simulated as the displacement of the control points of the control-unit for an RFFD defined on a region of interest. One or several simulated muscle actions constitute a Minimum Perceptible Action (MPA), which is defined as the atomic action unit, similar to Action Unit (AU) of the Facial Action Coding System (FACS), to build an expression.
  • Item
    SOME USEFUL BUT RATHER UNUSUAL GRAPHICAL PRIMITIVES
    (The Eurographics Association, 1981) Magnenat-Thalmann, Nadia; Thalmann, Daniel; Bergeron, Philippe; J. L. Encarnacao
    The MIRALIB library is a powerful graphical library which may be used with MIRA-2D, a graphical PASCAL extension as well as with the standard PASCAL language. MIRALIB includes figure algebra routines, figure measure functions, figure recognition predicates, image transformations as fitting or clearing and animation primitives. The most unusual primitives are presented with the help of a few examples.
  • Item
    A Flexible Architecture for Virtual Humans in Networked Collaborative Virtual Environments
    (Blackwell Publishers Ltd and the Eurographics Association, 1997) Sunday Pandzic, Igor; Lee, Elwin; Magnenat Thalmann, Nadia; Capin, Tolga K.; Thalmann, Daniel
    Complex virtual human representation provides more natural interaction and communication among participants in networked virtual environments, hence it is expected to increase the sense of being together within the same virtual world. We present a flexible framework for the integration of virtual humans in networked collaborative virtual environments. A modular architecture allows flexible representation and control of the virtual humans, whether they are controlled by a physical user using all sorts of tracking and other devices, or by an intelligent control program turning them into autonomous actors. The modularity of the system allows for fairly easy extensions and integration with new techniques making it interesting also as a testbed for various domains from "classic" VR to psychological experiments. We present results in terms of functionalities, example applications and measurements of performance and network traffic with an increasing number of participants in the simulation.
  • Item
    An Informed Environment Dedicated to the Simulation of Virtual Humans in Urban Context
    (Blackwell Publishers Ltd and the Eurographics Association, 1999) Farenc, Nathalie; Boulic, Ronan; Thalmann, Daniel
    In this paper, we outline the creation of an Informed Environment, dedicated to urban life simulation.We propose methods and tools for creating and providing the information necessary for animating virtual humans in a city using an Informed Environment. The Informed Environment is based on a hierarchical decomposition of a urban scene into Environment Entities providing geometrical information as well as semantic notions, thus allowing a more realistic simulation of human behaviour. In this manner, virtual humans can integrate with a certain kind of urban knowledge.
  • Item
    An Efficient and Flexible Perception Pipeline for Autonomous Agents
    (Blackwell Publishers Ltd and the Eurographics Association, 1999) Bordeux, Christophe; Boulic, Ronan; Thalmann, Daniel
    Agents in virtual environments require a combination of perception and action to behave in an autonomous way. We extend a software architecture for the management of actions blending, called AGENTlib, with a perception mechanism. The perception system provides a uniform interface to various techniques in the field of virtual perception, including synthetic vision, database access and perception persistency. We describe the framework we designed to efficiently filter valuable information from the scene and we address concerns about computation redundancy and data propagation through multiple filtering modules.
  • Item
    A Hand Control and Automatic Grasping System for Synthetic Actors
    (Blackwell Science Ltd and the Eurographics Association, 1994) Sanso, Ramon Mas; Thalmann, Daniel
    In the computer animation field, the interest for grasping has appeared with the development of synthetic actors. Based on a grasp taxonomy, we propose a completely automatic grasping system for synthetic actors. In particular, the system can decide to use a pinch when the object is too small to be grasped by more than two fingers or to use a two-handed grasp when the object is too large. The system also offers both direct and inverse kinematics to control the articulations. In order to ensure realistic looking closing of the hand, several of the joints are constrained. A brief description of the system and results are also presented.
  • Item
    The Use of Finite Element Theory for Simulating Object and Human Body Deformations and Contacts
    (Eurographics Association, 1989) Gourret, Jean-Paul; Magnenat-Thalmann, Nadia; Thalmann, Daniel
    This paper presents a method for combining image synthesis and modeling based on a finite element method (FEM) to get realistic intelligent images. FEM is used for modeling both elastically and plastically deformations of objects, and impacts with or without penetration between deformable objects. The concept of deformable objects is applied to human flesh to improve the behavior of synthetic human grasping and walking. The paper also discusses the introduction of this method in an animation system based on the concept of "intelligent" synthetic actors with automatic motion control performed using A.I. and robotics techniques. In particular, motion is planned at a task level and computed using physical laws.
  • Item
    Combined Direct and Inverse Kinematic Control for Articulated Figure Motion Editing
    (Blackwell Science Ltd and the Eurographics Association, 1992) Boulic, Ronan; Thalmann, Daniel
    A new approach for the animation of articulated figures is presented. We propose a system of articulated motion design which offers a full combination of both direct and inverse kinematic control of the joint parameters. Such an approach allows an animator to specify interactively goal-directed changes to existing sampled joint motions, resulting in a more general and expressive class of possible joint motions. The fundamental idea is to consider any desired-joint space motion as a reference model inserted into the secondary task of an inverse kinematic control scheme. This approach profits from the use of half-space Cartesian main tasks in conjunction with a parallel control of the articulated figure called the coach-trainee metaphor. In addition, a transition function is introduced so as to guarantee the continuity of the control. The resulting combined kinematic control scheme leads to a new methodology of joint-motion editing which is demonstrated through the improvement of a functional model of human walking.
  • Item
    An Adaptive Spatial Subdivision of the Object Space for Fast Collision Detection of Animated Rigid Bodies
    (Blackwell Science Ltd and the Eurographics Association, 1995) Bandi, Srikanth; Thalmann, Daniel
    Collision detection tests between objects dominate run time simulation of rigid body animation. Traditionally, hierarchical bounding box tests are used to minimize collision detection time. But the bounding boxes do not take shapes of the objects into account which results in a large number of collision detection tests. We propose an adaptive spatial subdivision of the object space based on octree structure to rectify this problem. We also present a technique for efficiently updating this structure periodically during the simulation.
  • Item
    An Integrated System for Modeling, Animating and Rendering Hair
    (Blackwell Science Ltd and the Eurographics Association, 1993) Daldegan, Agnes; Thalmann, Nadia Magnenat; Kurihara, Tsuneya; Thalmann, Daniel
    There are basically four problems to solve in order to produce realistic animated synthetic actors with hair: hair modeling and creation, hair motion, collision detection and hair rendering. This paper describes a complete methodology to solve these basic four problems. We present how hair styles may be designed with our Hair Styler module. Then we survey the animation model and emphasize a method of collision processing. Finally, we explain how hair may be rendered using an extension of a standard ray-tracing program. We also show applications of our synthetic actors with various hair styles and different styles of mustaches and beards.