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Item Virtual Humans: Ten Problems Still Not Completely Solved(Eurographics Association, 2000) Thalmann, DanielDuring the 1980s, the academic establishment paid only scant attention to research on the animation of virtual humans. Today, however, almost every graphics journal, popular magazine, or newspaper devotes some space to Virtual Humans and their applications. But, there are still a lot of problems to generate believable Virtual Humans. The purpose of this paper is to identify ten main problems to solve to create and animate believable Virtual Humans.Item Versatile Tuning of Humanoid Agent Activity(Blackwell Publishers Ltd and the Eurographics Association, 2000) Emering, Luc; Boulic, Ronan; Molet, Tom; Thalmann, DanielIn this paper, we present an integration framework for heterogeneous motion generators. The objective is to outline issues that are currently easily solved in professional post-processing systems used in film and game production but which cannot be transposed as is to real-time systems with autonomous agents. We summarise our approach for articulated agent-modelling and their animation by combining heterogeneous motion generators, such as real-time motion capturing, key-framing, inverse kinematics, procedural walking. We propose an agent/action-oriented framework. Activity properties such as action simultaneity and motion blending, spatial coherence, motion-flow update schemes, agent attachments, and location corrections, are the main topics handled by our generic animation framework. Numerous examples throughout the paper illustrate our approach and outline encountered problems and solutions or open research directions.Item Using an Intermediate Skeleton and Inverse Kinematics for Motion Retargeting(Blackwell Publishers Ltd and the Eurographics Association, 2000) Monzani, Jean-Sebastien; Baerlocher, Paolo; Boulic, Ronan; Thalmann, DanielIn this paper, we present a new method for solving the Motion Retargeting Problem, by using an intermediate skeleton. This allows us to convert movements between hierarchically and geometrically different characters. An Inverse Kinematics engine is then used to enforce Cartesian constraints while staying as close as possible to the captured motion.Item Interaction Between Real and Virtual Humans: Playing Checkers(The Eurographics Association, 2000) Torre, Rémy; Fua, Pascal; Balcisoy, Selim; Ponder, Michal; Thalmann, Daniel; J. D. Mulder and R. van LiereFor some years, we have been able to integrate virtual hu- mans into virtual environments. As the demand for Augmented Reality systems grows, so will the need for these synthetic humans to coexist and interact with humans who live in the real world. In this paper, we use the example of a checkers game between a real and a virtual human to demonstrate the integration of techniques required to achieve a realistic- looking interaction in real-time. We do not use cumbersome devices such as a magnetic motion capture system. Instead, we rely on purely image- based techniques to address the registration issue, when the camera or the objects move, and to drive the virtual human's behavior.