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Now showing 1 - 9 of 9
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    Course: Modeling Individualities in Groups and Crowds
    (The Eurographics Association, 2009) Donikian, Stéphane; Magnenat-Thalmann, Nadia; Pettré, Julien; Thalmann, Daniel; K. Museth and D. Weiskopf
    Crowds are part of our everyday life experience and essential when working with realistic interactive environments. Domains of application for such simulations range from populating artificial cities to entertainment, and virtual reality exposure therapy for crowd phobia. We mainly focus on real-time applications where the visual uniqueness of the characters composing a crowd is paramount. On the one hand, it is required to display several thousands of virtual humans at high frame rates. On the other hand, each character has to be different from all others, and its visual quality highly detailed. Variety in rendering is defined as having different forms or types and is necessary to create believable and reliable crowds in opposition to uniform crowds. For a human crowd, variation can come from the following aspects: gender, age, morphology, head, kind of clothes, color of clothes and behaviors.
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    Virtual Humans: Ten Problems Still Not Completely Solved
    (Eurographics Association, 2000) Thalmann, Daniel
    During 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.
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    Inhabited Virtual Heritage
    (Eurographics Association, 2001) Magnenat-Thalmann, Nadia; Chalmers, Alan; Thalmann, Daniel
    Two techniques depending on the interest – accuracy and precision of the obtained object model shapes, • CAD systems, medical application. – visual realism and speed for animation of the reconstructed models, • internet applications • Virtual Reality applications.
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    EG 2005 Tutorial on Mixed Realities in Inhabited Worlds
    (The Eurographics Association, 2005) Magnenat-Thalmann, Nadia; Thalmann, Daniel; Fua, Pascal; Vexo, Frederic; Kim, HyungSeok; Ming Lin and Celine Loscos
    1. Outline of the tutorial<br> 1.1 Concepts and State of the Art of mixed realities in inhabited worlds<br> 1.1.1 Mixed Realities in inhabited worlds<br> 1.1.2 Believability and Presence<br> 1.2 Perception, Sensors and Immersive hardware for MR in Inhabited Worlds<br> 1.2.1 Vision Based 3D Tracking and Pose Estimation for MR <br> 1.2.2 Perception and sensors for Virtual Humans<br> 1.2.3 Hardware for mixed reality inhabited virtual world<br> 1.2.4 Emotional and conversational virtual humans<br> 1.3 MR in various applications<br> 1.3.1 Simulating Life in mixed realities Pompei world<br> 1.3.2 Simulating actors and audiences in ancient theaters<br> 1.3.3 MR in STAR, an industrial project<br> 1.3.4 Feeling presence in the treatment of social phobia<br> 2. Syllabus<br> 3. Resume of the presenters<br> 4. Selected Publications<br>
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    Tutorial on Inhabited Virtual Heritage
    (Eurographics Association, 2002) Magnenat-Thalmann, Nadia; Chalmers, Alan; Fua, Pascal; Thalmann, Daniel
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    EG 2007 Course on Populating Virtual Environments with Crowds
    (The Eurographics Association, 2007) Thalmann, Daniel; O'Sullivan, Carol; Yersin, Barbara; Maïm, Jonathan; McDonnell, Rachel; Karol Myszkowski and Vlastimil Havran
    For many years, it was a challenge to produce realistic virtual crowds for special effects in movies. Now, there is a new challenge: the production of real-time autonomous Virtual Crowds. Real-time crowds are necessary for games, VR systems for training and simulation and crowds in Augmented Reality applications. Autonomy is the only way to create believable crowds reacting to events in real-time. This course will present state-of-the-art techniques and methods.
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    Path Planning for Crowds: From Shared Goals to Individual Behaviors
    (The Eurographics Association, 2005) Pettre, Julien; Thalmann, Daniel; John Dingliana and Fabio Ganovelli
    This paper presents a novel approach for path planning in the context of crowds animation. The solution produces several paths joining each user-defined pair of locations in the environment. Pairs are possible initial/goal locations for the virtual characters. The obtained paths diversity enables individual behaviorial diversity, while ensuring the achievement of potentially complex goals. The solution is general, derives from the Probabilistic Roadmap motion planning technique developed in Robotics, and proceeds in two stages. First a dense roadmap is build from the 3D definition of the environment and individual s bounding box, then, given a specific problem, a set of feasible paths is extracted from the roadmap using a Diskstra s algorithm implementation and an edge deletion technique. Resulting paths are plausible, and covers widely the environment given that short paths are found as well as less optimal ones. The method is illustrated and demonstrated all along the paper with a generic example.
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    Believable Virtual Characters in Human-Computer Dialogs
    (The Eurographics Association, 2011) Jung, Yvonne; Kuijper, Arjan; Fellner, Dieter W.; Kipp, Michael; Miksatko, Jan; Gratch, Jonathan; Thalmann, Daniel; N. John and B. Wyvill
    For many application areas, where a task is most naturally represented by talking or where standard input devices are difficult to use or not available at all, virtual characters can be well suited as an intuitive man-machineinterface due to their inherent ability to simulate verbal as well as nonverbal communicative behavior. This type of interface is made possible with the help of multimodal dialog systems, which extend common speech dialog systems with additional modalities just like in human-human interaction. Multimodal dialog systems consist at least of an auditive and graphical component, and communication is based on speech and nonverbal communication alike. However, employing virtual characters as personal and believable dialog partners in multimodal dialogs entails several challenges, because this requires not only a reliable and consistent motion and dialog behavior but also regarding nonverbal communication and affective components. Besides modeling the mind and creating intelligent communication behavior on the encoding side, which is an active field of research in artificial intelligence, the visual representation of a character including its perceivable behavior, from a decoding perspective, such as facial expressions and gestures, belongs to the domain of computer graphics and likewise implicates many open issues concerning natural communication. Therefore, in this report we give a comprehensive overview how to go from communication models to actual animation and rendering.
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    EG 2006 Course on Populating Virtual Environments with Crowds
    (The Eurographics Association, 2006) Thalmann, Daniel; O'Sullivan, Carol; Ciechomski, Pablo de Heras; Dobbyn, Simon; Nadia Magnenat-Thalmann and Katja Bühler
    Necessary background and potential target audience for the tutorial: experience with computer animation is recommended but not mandatory. The course is intended for animators, designers, and students in computer science.